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SWR Productions Forum _ Bug Reports _ Cyclops

Posted by: Walking2 29 Sep 2017, 15:59

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?

Posted by: NikCaputnic 29 Sep 2017, 16:23

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).

Posted by: Shiro 29 Sep 2017, 17:57

The Patriot is the mobile T2 AA, exclusive for Bradley.

Posted by: Walking2 30 Sep 2017, 2:55

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. sad.gif Avengers don't pack a big enough punch to take them out fast enough.

Posted by: Skitt 30 Sep 2017, 4:24

avengers, missile defenders, vipers, patriot sites (the defense not the unit), widowmakers.

Posted by: (USA)Bruce 30 Sep 2017, 8:18

QUOTE (Walking2 @ 29 Sep 2017, 17:59) *
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.

QUOTE (Skitt @ 30 Sep 2017, 6:24) *
avengers, missile defenders, vipers, patriot sites (the defense not the unit), widowmakers.




Hold the pickles, Widowmakers/Raptors or any interceptor cannot engage the jumpjets.

Posted by: Walking2 30 Sep 2017, 10:04

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.

Posted by: Walking2 30 Sep 2017, 10:30

QUOTE (Walking2 @ 30 Sep 2017, 11:04) *
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.

Posted by: Walking2 30 Sep 2017, 10:35

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:

Posted by: Skitt 30 Sep 2017, 17:31

QUOTE (Walking2 @ 30 Sep 2017, 10:30) *
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

Posted by: ZunZero97 9 Feb 2018, 11:08

QUOTE (Walking2 @ 29 Sep 2017, 10:59) *
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

Posted by: ZunZero97 9 Feb 2018, 11:10

(double post)

Posted by: Hanfield 9 Feb 2018, 13:18

QUOTE (ZunZero97 @ 9 Feb 2018, 12:08) *
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

Posted by: ZunZero97 21 Feb 2018, 0:16

QUOTE (Hanfield @ 9 Feb 2018, 8:18) *
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

Posted by: Serialkillerwhale 1 Mar 2018, 0:28

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.

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