Why is the arc for arty so ridiculously high up?

Discussion in 'Planetary Annihilation General Discussion' started by tatsujb, August 25, 2014.

  1. tatsujb

    tatsujb Post Master General

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    not really no.
    : /

    I like my purdyness more realistic
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  2. squishypon3

    squishypon3 Post Master General

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    B-but aesthetics.
  3. monkeyulize

    monkeyulize Active Member

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    I agree it looks silly, I haven't liked it since alpha.
  4. brianpurkiss

    brianpurkiss Post Master General

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    It's for balance. The artillery is a powerful unit, and if they don't arc, then they can hit moving targets with ease. We've had that problem in the past.
  5. igncom1

    igncom1 Post Master General

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    From what I can see, we will have to agree to disagree.
  6. liquius

    liquius Well-Known Member

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    You can achieve the same goal in multiple ways. For balance isn't a valid excuses here.
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  7. igncom1

    igncom1 Post Master General

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    whats the difference between an excuse and a opinion that you disagree with?
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  8. brianpurkiss

    brianpurkiss Post Master General

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    It's not an excuse. It's my explanation for why the arc is so high.

    Personally. I don't have an issue with the high arc. I'd rather have a high arc than a slow projectile.

    I went back and didn't see you giving any alternatives. Care to share?
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  9. squishypon3

    squishypon3 Post Master General

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    Bit lower arch with a bit slower speed should work I think. Maybe. :p
  10. brianpurkiss

    brianpurkiss Post Master General

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    As I said in what you replied to, I'd rather have a high arc than a slow projectile.
  11. liquius

    liquius Well-Known Member

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    And I am saying Uber can achieve the same results by changing it in a different way.

    The simplest way would be to reduce the minimum firing velocity along with the gravity scalar for the unit. If done correctly you should be able to get a lower arc while keeping the same flight duration.

    There are lots of other things you can try, but they would alter the balance of the unit.
  12. brianpurkiss

    brianpurkiss Post Master General

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    We all know you could lower the arc and the projectile velocity.

    They both accomplish the same thing and then it comes down to personal preference. Personally, I'ld prefer a faster projectile.
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  13. tatsujb

    tatsujb Post Master General

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    I gave slowing down the projectile : https://forums.uberent.com/threads/...ridiculously-high-up.63172/page-2#post-982891

    I link this one and not another because in that post I explained why the projectile wouldn't be visibly slower.

    as for how you prefer high arcs....

    do you mind addressing that it was originally a sloppy fix and it's state is a temporary one?

    what about the fact that they go tickling the orbital layer? something completely ludicrous.

    again, personally i find the look disturbing.

    No artillery has this kind of arc apart from motar aiming at a 10Meter distance.
    [​IMG]

    (one that actually works)
    Last edited: August 25, 2014
  14. nateious

    nateious Active Member

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    That is an awesome gif.

    I posted about this same thing a while ago in this thread.

    https://forums.uberent.com/threads/artillery-trajectory.58782/

    The arc that arty uses right now is visually jarring and I'd really like to see a move back towards a lower arc.

    Actually what I'd really like to see is more varied terrain, and then have multiple types of artillery.

    Low arc guns for the longest range, medium range / medium arcs for clearing hills / terrain, and mortars for close range / high arc for hitting enemy units directly on the other side an obstruction.
    [​IMG]
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  15. nateious

    nateious Active Member

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    Or better yet... use a low(er) arc with a fast projectile and give that type of arty a minimum range. For up close (specifically for up close and when you need to clear an obstruction) have a mortar type (high trajectory) arty with a high arc. Just like how arty functions IRL

    *edited for grammar and spelling*
    Last edited: August 25, 2014
  16. aapl2

    aapl2 Active Member

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    holkins can actually hit orbital.
  17. brianpurkiss

    brianpurkiss Post Master General

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    Minimum range is pretty micro intensive though. Not sure how I feel about a unit with a minimum range.

    That also doesn't fix the issue of a high area of effect unit being so accurate against moving targets. That's the primary issue here. Artillery used to have a lower arc, and the results sucked. Artillery were the best units in the game. It was to the point where 5 pelters could kill an infinite amount of incoming attackers. It was bad.
  18. tatsujb

    tatsujb Post Master General

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    what the flaming fox, seriously!
  19. tatsujb

    tatsujb Post Master General

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    nahh, it's fine as long as the units all stop moving foward like total goons and start using their range :
    http://pa.lennardf1989.com/Tracker/index.php?do=details&action=details.addvote&task_id=3986
    most of the arty in supcom had minimum range it all was fine, the only hassle I ever got was when getting to t3 static GIANT GUNS, that had some kind of noticeable minimum range but then again I was trying to target units that i could easily kill with something else much closer that was in front of it.
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  20. brianpurkiss

    brianpurkiss Post Master General

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    Not only would units need to stop moving forward, but they would have to also move back as needed.

    It wouldn't be a quick and easy implementation.

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