Range limit for superweapons

Bug #896021 reported by YR M0ddEr
14
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
AlexB

Bug Description

Superweapon should have a range limit, like a normal weapons range, if it is trying to fire out if its range, it display NoCursor

SW.MaxRange=20

Should be supported for most superweapons:
LightningStorm
MultiMissile
PsychicDominator
ChronoSphere
ChronoWarp
IronCurtain
ForceShield
GeneticConverter
SonarPulse
GenericWarhead
UnitDelivery

Tags: range
Revision history for this message
falaka21 (falaka21) wrote :

In fact, maybe possible...But this is modders choice to use or not.(I am one of non-users,of course) Since I like to play in "VeryLarge" maps,and I think to myself ,if some SW is set, all strategy will run away than...Because SWs are "important" things for me when attacking with "Mass-Production of Units" on enemy base...

Revision history for this message
cranium (cranium) wrote :

why would you want to limit a super weapon to a max range? That to me defeats the whole purpose of possesing a SW. they're not called SuperWeapons for nothing.

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YR M0ddEr (yr-m0dder) wrote :

To balance maybie? Just look at EMP in TS?

Revision history for this message
AlexB (alexander-b) wrote :

To recreate the EMP known from Tiberian Sun this is needed, thus there's a chance it will be done. And if it is done, there is no reason to limit it for certain types of SWs. Whether it makes sense or not is up to the modder to decide. Just create a story around it.

I can imagine Aftermath's Demolition Truck isn't able to be chronoshifted or iron-curtained for balance reasons, even though the manual clearly states it's because of the critical mass it carries that's highly unstable.

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Rogan (pdrogan) wrote :

And what happens in 4+ players battles and/or on a large map?
Would you be able to fire the Furthest player's base while maintaining the maximum range?
And how can you help out one of your allies who's the furthest away from you?
You would have to build another super weapon somewhere else (which is virtually impossible) or set its range high enough to get the furthest player; so high, that it makes the tag unnecessary.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

But what about base defense super weapons?
Or Unit Delivery? Like you have this big unit delivery that if it could be launched everywere on the map, it would be OP.

Revision history for this message
AlexB (alexander-b) wrote :

Your base perimeter stays the same no matter what size the map is. So the SW's range may be fixed. The EMP is a defensive SW and you could extend its range by building many EMP cannons. If the range is too small, you cannot help your ally using that SW. That's a limitation, but you can't help your ally with tanks in a sea battle either. I'd say your enemy's strategy is better in that case. You can still hide an MCV from your enemy's view and build another EMP Cannon in front of his base, though.

Revision history for this message
cranium (cranium) wrote :

Well, a good point has been raised about it being needed to properly create the ts EMP, but outside of that I dont see the need for it. Though as Alex said, if it's going to be done then no sense in limiting it to just one.

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AlliedG (alliedg) wrote :

You do realise this could have other uses other the EMP?

Like a train artillery, fixed artillery placements and so forth.

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Untrue (untrue) wrote :

If that's the case you could add SW.RadialIndicator=bool or something like that to know the range of a SuperWeapon.

Revision history for this message
cranium (cranium) wrote :

Well, now that the door to SW's has been cracked wide open, my imagination started going wild. This indeed would be useful in a magnitude of different ways.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

^^^yeah, if people have no imagination almost every request in this tracker will be useless. This is YR everything can be added. It may be based on cold war, but there is tons of fantasy stuff, which IMO make this game a fantasy game mixed up with reality.

Revision history for this message
Rogan (pdrogan) wrote :

AlexB has some strong points there.

I guess if building more than one of the same super weapon is possible, then you can protect your allies by building one at the ally's base.

In other words, ranged super weapons might be quite useful, if it is tactically used by a skilled player.

Revision history for this message
Cabal8616 (cabal8616) wrote :

Definitely would be useful, and is kinda necessary to get the EMP cannon superweapon to properly function. Which, it seems a little side goal of Ares is to restore a lot of functionality from TS.

AlexB (alexander-b)
Changed in ares:
assignee: nobody → AlexB (alexander-b)
status: New → Fix Committed
milestone: none → 0.8
Revision history for this message
AlexB (alexander-b) wrote :

Confirmed on blueprint.

Changed in ares:
status: Fix Committed → Fix Released
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