Cyclops, Cyclops cant target jumpjet |
Cyclops, Cyclops cant target jumpjet |
29 Sep 2017, 15:59
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#1
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Group: Members Posts: 7 Joined: 5 June 2017 Member No.: 15408 |
Americas Cyclops laser cant target jump jets and the patriot defence does little damage. Every other factions base defence can target them. is it a bug?
This post has been edited by Walking2: 29 Sep 2017, 16:03 |
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29 Sep 2017, 16:23
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#2
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Group: Members Posts: 158 Joined: 3 November 2015 From: Near to the Heart of my Motherland Member No.: 12315 |
It is not a bug. Jumpjet infantries can't be targeted by T2 AA weapons. Cyclops is considered as T2 AA, like Grumble, Ural, Wotan, Twin-Fang and Patriot (when you said Patriot, I think you meant Protector, which is actual American base defence).
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29 Sep 2017, 17:57
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#3
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Gamer Girl Group: Legend Posts: 3808 Joined: 19 June 2009 From: Disboard Member No.: 182 Friendly Freelancer |
The Patriot is the mobile T2 AA, exclusive for Bradley.
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30 Sep 2017, 2:55
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#4
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Group: Members Posts: 7 Joined: 5 June 2017 Member No.: 15408 |
You guys have any ideas how to counter jump jets as USA? Someone flew them over my defense and i had to watch my base crumble while I was helpless with my T2 Air defense. Avengers don't pack a big enough punch to take them out fast enough.
This post has been edited by Walking2: 30 Sep 2017, 2:59 |
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30 Sep 2017, 4:24
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#5
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
avengers, missile defenders, vipers, patriot sites (the defense not the unit), widowmakers.
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30 Sep 2017, 8:18
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#6
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The Forums American Hotshot Flyboy Group: Tester Posts: 2859 Joined: 22 November 2012 From: The foundation of modern freedom and Liberty;United States of America. Member No.: 9500 |
Americas Cyclops laser cant target jump jets and the patriot defence does little damage. Every other factions base defence can target them. is it a bug? See the cyclops as something like a turret with the same targeting system of grumbles and Urals and twinfangs. Alongside this, Jump jets are Infantry built from the barracks that can fly.Anything that can engage flying targets and are good against Infantry will be good against them. So like many others said; Vipers (The best) Avengers(Second best) Protector missle silos (Not so great due to overkill) and Missile defenders (Outraged and outgunned so if jump jets are returning fire they're terrible in the public version. avengers, missile defenders, vipers, patriot sites (the defense not the unit), widowmakers. Hold the pickles, Widowmakers/Raptors or any interceptor cannot engage the jumpjets. -------------------- |
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30 Sep 2017, 10:04
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#7
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Group: Members Posts: 7 Joined: 5 June 2017 Member No.: 15408 |
If Vipers were able to use their machine guns on the jump jets otherwise its just rockets and the avengers laser being fired at them.
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30 Sep 2017, 10:30
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#8
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Group: Members Posts: 7 Joined: 5 June 2017 Member No.: 15408 |
If Vipers were able to use their machine guns on the jump jets otherwise its just rockets and the avengers laser being fired at them. some reason i couldn't edit previous statement If Vipers were able to use their machine guns on the jump jets they would be way more effective otherwise its just rockets and the avengers laser being fired at them. This post has been edited by Walking2: 30 Sep 2017, 10:31 |
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30 Sep 2017, 10:35
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#9
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Group: Members Posts: 7 Joined: 5 June 2017 Member No.: 15408 |
Me and my cousin would play around every other night on SWRNET. since that game i havent really wanted to play because i have no idea how to stop a jump jet spam. it would be lame to ask him not to use it lol. I finialy learned how to play as usa and i dont just want to play as a different Faction because of this. I really do need help D:
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30 Sep 2017, 17:31
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#10
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
some reason i couldn't edit previous statement you only get 15 mins to do an edit. also if u wanna stop the jumpjet spam wreck the barracks -------------------- |
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9 Feb 2018, 11:08
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#11
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A Legendary Fox Group: Members Posts: 839 Joined: 14 February 2015 From: Santiago Chile Member No.: 10865 a man who play videogames, What are you waiting for me? |
Americas Cyclops laser cant target jump jets and the patriot defence does little damage. Every other factions base defence can target them. is it a bug? No, its not a bug, is that intentional, since jumpjets are supposed to be untargetable(invulnerable i think) against heavy AA. For Patriots, neither, they have HumanArmor and that is why they are resistant to EXPLOSION Damage. Try to use light AA they are cheap and well against those human flying This post has been edited by ZunZero97: 9 Feb 2018, 11:10 |
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9 Feb 2018, 11:10
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#12
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A Legendary Fox Group: Members Posts: 839 Joined: 14 February 2015 From: Santiago Chile Member No.: 10865 a man who play videogames, What are you waiting for me? |
(double post)
This post has been edited by ZunZero97: 9 Feb 2018, 11:10 |
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9 Feb 2018, 13:18
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#13
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Group: Dev. Team Posts: 616 Joined: 24 February 2015 From: Latvia Member No.: 10884 |
For Patriots, neither, they have HumanArmor and that is why they are resistant to EXPLOSION Damage. Really now? CODE Armor JumpjetHumanArmor
Armor = CRUSH 200% ;humans are easily crushed ["I'm crushing your head"] Armor = MELEE 100% Armor = ARMOR_PIERCING 10% ;humans don't get hit by tank rounds. Armor = STEALTHJET_MISSILES 10% ;humans don't get hit by tank rounds. Armor = JET_MISSILES 50% Armor = INFANTRY_MISSILE 10% Armor = FLAME 150% ;humans don't like fire Armor = PARTICLE_BEAM 150% ;humans don't fare well against orbital beams... Armor = SNIPER 200% Armor = LASER 999% ;LASERs are anti-personnel and anti-projectile only (for point defense laser) Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons Armor = KILL_PILOT 0% Armor = FALLING 0% Armor = MICROWAVE 0% Armor = SURRENDER 100% ;Capture type weapons are effective only against infantry. Armor = SUBDUAL_MISSILE 0% Armor = SUBDUAL_VEHICLE 0% Armor = SUBDUAL_BUILDING 0% Armor = SUBDUAL_UNRESISTABLE 0% Armor = HACK 0% ;Special damage should not be used for regulair weapons Armor = DEPLOY 0% ;Special damage should not be used for regulair weapons End This post has been edited by Hanfield: 9 Feb 2018, 13:19 -------------------- "don't live, hanfield"
"i swear to god, if this was a room full of you people i'd be taking off my gloves and slapping hanfield every 5 minutes" - bruce 2016 |
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21 Feb 2018, 0:16
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#14
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A Legendary Fox Group: Members Posts: 839 Joined: 14 February 2015 From: Santiago Chile Member No.: 10865 a man who play videogames, What are you waiting for me? |
Really now? CODE Armor JumpjetHumanArmor Armor = CRUSH 200% ;humans are easily crushed ["I'm crushing your head"] Armor = MELEE 100% Armor = ARMOR_PIERCING 10% ;humans don't get hit by tank rounds. Armor = STEALTHJET_MISSILES 10% ;humans don't get hit by tank rounds. Armor = JET_MISSILES 50% Armor = INFANTRY_MISSILE 10% Armor = FLAME 150% ;humans don't like fire Armor = PARTICLE_BEAM 150% ;humans don't fare well against orbital beams... Armor = SNIPER 200% Armor = LASER 999% ;LASERs are anti-personnel and anti-projectile only (for point defense laser) Armor = HAZARD_CLEANUP 0% ;Not harmed by cleaning weapons Armor = KILL_PILOT 0% Armor = FALLING 0% Armor = MICROWAVE 0% Armor = SURRENDER 100% ;Capture type weapons are effective only against infantry. Armor = SUBDUAL_MISSILE 0% Armor = SUBDUAL_VEHICLE 0% Armor = SUBDUAL_BUILDING 0% Armor = SUBDUAL_UNRESISTABLE 0% Armor = HACK 0% ;Special damage should not be used for regulair weapons Armor = DEPLOY 0% ;Special damage should not be used for regulair weapons End I mean INFANTRY_MISSILE |
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1 Mar 2018, 0:28
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#15
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Orcinius Genocidalus Group: Members Posts: 2428 Joined: 11 July 2012 From: North Vancouver Member No.: 9223 No, you move. |
CODE ;------------------------------------------------------------------------------ Weapon PatriotMissileWeapon; Protector PrimaryDamage = 35.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 AttackRange = 275.0 MinimumAttackRange = 50.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 1 ; locomotor specifies speed. ProjectileObject = PatriotMissile ProjectileExhaust = PatriotMissileTrail FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadWhenIdle = 2100 AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ProjectileCollidesWith = STRUCTURES AcceptableAimDelta = 180 WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 80%; To prevent defences from becoming better than they are supposed to be WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 80%; To prevent defences from becoming better than they are supposed to be End ;------------------------------------------------------------------------------ Weapon PatriotMissileWeaponAir PrimaryDamage = 25.0 PrimaryDamageRadius = 5.0 AttackRange = 275.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 1 ; locomotor specifies speed. ProjectileObject = PatriotMissileAir ProjectileExhaust = PatriotMissileTrail FireSound = PatriotBatteryWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadWhenIdle = 2100 AutoReloadsClip = Yes AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = No AntiBallisticMissile = Yes ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ProjectileCollidesWith = STRUCTURES AcceptableAimDelta = 180 WeaponBonus = BATTLEPLAN_SEARCHANDDESTROY RANGE 80%; To prevent defences from becoming better than they are supposed to be WeaponBonus = BATTLEPLAN_BOMBARDMENT DAMAGE 80%; To prevent defences from becoming better than they are supposed to be End Good thing Protectors don't do INFANTRY_MISSILE damage. This post has been edited by Serialkillerwhale: 1 Mar 2018, 0:39 -------------------- |
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