n3wm1nd / TA

Tech Annihilation
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unguided starburst launcher units to have double AOE #812

Open seedship opened 8 years ago

seedship commented 8 years ago

It seems to me that units armed with unguided starburst rockets are terrible in pretty much every situation. They're only usable against buildings that you have LOS on. These units are namely cruise missile ships from all 3 factions, missle trucks from all 3 factions, core dominator, and maybe the TLL Rlik. I think if their AOEs were doubled, they would be nice units, as to compensate for radar wobble. Their rockets are so big model wise, yet their AOE is just bad.

skymyj commented 8 years ago

Hey Bla, Hareaofeffect = 96, It's a low Aoe but range = 1550 vs 1050 for guided (1200 for krogoth class) I think Aoe is fine for destroy building. If you double, they will be better vs units & not really much for structure. It"s the strategy to choose these units

seedship commented 8 years ago

Compared to snipers (tllsniper range 1100) (armsniper range 900), they seem quite weak. Sure they can outrange, but snipers can be cloaked and have instant hit time. If a rocket launcher doesn't have direct los coverage, they wont hit because of radar wobble. It seems weird that they have such a big rocket and dramatic explosion, yet their aoe is only a wee bit larger than a t1 storm/rocko/fireraiser aoe.

frameworld commented 8 years ago

Some modern artillery shells are accelerated with 2000*Earth's gravity and can still have a GPS-guided flight-path correction, but they lack the ability to search for targets (like most anti-air missiles)

I see 3 options to fix this problem:

Once you have spotted a thing, it's radar position should be fixed similar to ghosted buildings.

The real issue I see is that tacnuke-units tend to overkill a lot unless you babysit every missile.