#2644: Turret fire is problematic
        Reporter:  Arreon           |        Type:  bug
          Status:  new              |    Priority:  major
       Milestone:  unspecified      |   Component:  other
         Version:  master_20110320  |    Keywords:
Operating System:  Windows XP       |  Blocked By:
        Blocking:                   |
 I've noticed that when units and defenses attack an enemy, they only use
 the bare minimum number of missiles it takes to kill that unit. While it's
 handy to have when facing multiple targets, it becomes a pain and even
 dangerous when I have a lot of artillery. In most cases, only 1 or 2
 missiles are fired and all the other weapons rely on those missiles to hit
 their target. Needle Guns, Howitzers, and other long-range artillery
 sometimes allow enemy units to fire on my units unopposed while that lone
 Howitzer shell flies towards it. Sometimes my own buildings are damaged
 when an enemy gets too close, due to the Target Prediction.

 One way to fix this would be to either alter or remove the "thrifty"
 nature of turret fire in master builds. It's also easy for players to use
 this as an exploit. They can use a hover unit to charge towards a bunch of
 buildings or units. If that player has a lot of artillery, the artillery
 will assume that the target will go directly to its destination, and blow
 up their own units and defenses instead of the enemy.

Ticket URL: <http://developer.wz2100.net/ticket/2644>
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