i don't quite understand one thing about them. it is actually well known that the Gil-E's projectile allows it to shoot through anything it wants. walls, terrain, other units/buildings. it doesn't seem to matter. if you're in range of a Gil-E, you're fucked. and to top it all off these things are intentionally spammed to high hell for that very reason. its Gil-E or Di-E what really irritates me though is that this is likely a very easy fix. just change the projectile type to something that can't ghost through things. so WHY are these things still allowed to trapse around with jesus beams strapped to them?
I think it is a design decision and not a bug. I agree it is a weird design decision and it should be changed, though that would probably require some other changes as well, as the bot would be rather useless. Even now shellers are better anyway.
I could be wrong, but I think the issue was that with the curvature of the planets we use, you can't have a projectile fly straight from sniper to target over the Gil-E's range without it hitting the ground.
Source or didn't happen. I think is weird, should be changed, but would need big buff to make them not useless if they couldn't shoot through stuff.
So best I could find trying to dig back through the forums was bgolus's particle system guide. Couldn't find somewhere they were actually saying the Sniper bots current action was a bug. Doesn't mean someone didn't just I couldn't find them saying it. https://docs.google.com/document/d/...2m5oik6f3Fw/edit?pli=1#heading=h.w92o5bx97vf9 Edit: My only (and likely very wrong) guess of what could be happening would be that collision detection is only done at actual particles, and beamsegmentlength is set large enough that there aren't enough actual particles to accurately detect collisions in-between.
Yeah, I've remarked on this before as well. It's a difficult unit to balance in the context of PA because of the issue of direct LOS, sniper unit on planets with tight curvature. I don't mind the idea of a unit you can only really use on large planets, (it then becomes a strategic choice to only use on larger planets, or keep on elevated ground only) but my concern is that it becomes confusing - i.e how do you communicate that to the player clearly. To be honest, I'd prefer that over magic bullets. Maybe we need a contour overlay so you can see higher ground more clearly.
I am quite sure that it is not a bug. I thought that. Then some other thread on it came up and somebody explained there is a setting to make it work. So if it were a bug the required fix would be to change one word in one json file. Imho the bot should shoot bullets that go around the curvature of the planet, but not around csg stuff.
The forums search is difficult. But i promise you it happened, I remember because it was kind of akward. I said "It's intended AFAIK" And then the dev told me. "No it's not" Or something along those lines.
Thanks, that let me find it. Wasn't one of the devs who is on my radar as much. https://forums.uberent.com/threads/lets-talk-about-terrain.67752/#post-1066841
hmm maybe I mixed something about. But didn't somebody find a simple setting in the sniper bot json to "fix" the bug? Like litteraly a setting "hit_ground: false"
I think it might be related to these lines in the bot_sniper_ammo.json Code: "collision_check": "target", "collision_response": "impact",