How do CB and RD work?
Posted: 08 Sep 2012, 19:51
Counter-battery and Radar Detector: How do they work?
I mean specifically, the gritty actual details. CB is a pretty straightforward matter: Indirect projectile lands within X tiles of sensor and sensor identifies/targets the shooter.
But what about the Radar Detector, which is supposed to identify/target enemy sensors? How does that work? Does it work by indirect projectile landing within X tiles of itself? (There may or may not actually be an enemy sensor in the area, due primarily to omniscient artillery bug) Or does it work by identifying/targetting any sensor within x tiles of itself? The former is basically a more dangerous version of CB, the latter is no better than mobile units (given the detector's short range of 8 squares).
I'm also curious why the sight range on CB turrets is 16 squares. Omniscient artillery bug means fixed artillery pits can and will shoot anything within their 16-square range, effectively making them do double duty as normal scout/artillery sensors (read: exploitable balance issue). 16 squares is twice the sight range of most units.
I mean specifically, the gritty actual details. CB is a pretty straightforward matter: Indirect projectile lands within X tiles of sensor and sensor identifies/targets the shooter.
But what about the Radar Detector, which is supposed to identify/target enemy sensors? How does that work? Does it work by indirect projectile landing within X tiles of itself? (There may or may not actually be an enemy sensor in the area, due primarily to omniscient artillery bug) Or does it work by identifying/targetting any sensor within x tiles of itself? The former is basically a more dangerous version of CB, the latter is no better than mobile units (given the detector's short range of 8 squares).
I'm also curious why the sight range on CB turrets is 16 squares. Omniscient artillery bug means fixed artillery pits can and will shoot anything within their 16-square range, effectively making them do double duty as normal scout/artillery sensors (read: exploitable balance issue). 16 squares is twice the sight range of most units.