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Home » Tiberian Technologies / Blackhand Studios » Tiberian Technologies Forum » Obelisk glitching / not hitting
Re: Obelisk glitching / not hitting [message #382708 is a reply to message #382687] Sun, 26 April 2009 12:50 Go to previous messageGo to previous message
Genesis2001
Messages: 1397
Registered: August 2006
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General (1 Star)
RTsa wrote on Sun, 26 April 2009 10:26

I made three pics to better (? Razz) show what I mean.

First is how it works right now, the ray is traced through the character and ends up in the ground, far enough away so it doesn't do damage.
http://img518.imageshack.us/img518/1780/obglitch.th.jpg

Second picture shows what would happen if the ray trace also took into account characters. It'd become much more accurate against infantry - obviously. However, something that would be where I wrote the "SPLASH" in the first image would survive, and that might not be what we'd want.
http://img208.imageshack.us/img208/8661/obglitchfix.th.jpg

Third picture shows (eh...kinda) what would be the ultimate (and most realistic too) solution: make the obelisk ray damage anything in its path. Thus killing both the mobius as well as someone standing behind him at the "SPLASH" spot of the first image.
http://img410.imageshack.us/img410/1064/obglitchfixtube.th.jpg
(NOT like ramjet which only damages stuff in a straight line, rather something with a radius - a tube!)

PS - Pain(t) FTW! Smile



I think it's perfectly balanced the way it is currently.

I'm sure this has been said before, probably time and time again ...


But,

GDI is tank-based. They don't really have elite infantry. Thus, the Obelisk is meant for tank destruction.

Nod is infantry-based. They don't have high-tech vehicles. Thus, the AGT is meant to take out these units (hence the chaingun).


=x
 
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