Motaz Tarek
Approved user
- Joined
- Apr 19, 2015
- Messages
- 545
some words on animation system of this game, causing much nerf to offensive aspect
notice how 5-6 of ur howitzers can waste their attack on single house while one howitzer's dps can take it down
if animation/dps system is working correctly 6 howies shooting a house shouldn't go in reload mode, only one of them should reload while the others have ready shots.
this is also causing another bug, i call it shooters cluster, after rally all ur shooters (briefly) target the same defender, if that defender for example a single foot soldier, all shooters will waste their shots on that single defender leaving other defenders around crushing ur poor howitzers and supply carts, which ends when ur troops AI decides separate pathways so the clustring ends
such a faulty system is a huge imbalance in the game core, while dps weight against defensive structres and troops hp is the main factor in calculating how fast u will finish destroying the base, that factor is completely faulty in it's core
another problem for fighters is they (not rarely) miss their target cause they r not in one line animation with the defender, or try to re-circle around the target to become in correct animation position to land their fire on target,
animation problems for howitzers can cause them to get in a closer range than firing range making them vurnable to defensive buildings with shorter ranges (as anti tank guns)
animation of trees and mines cause collosion and make troops uncomfortably try to reach position of shooting (the main reason i was against adding trees and mines to war maps)
on the contrary, defensive buildings, every shot counts, regardless of the animation, for example, the AA gun shooting animation doesn't concide with it's true damage, that's why in some cases, u may find ur fighter plan goes down briefly after destroying the last AA gun around (because the dps is slower than it's animation)
notice how 5-6 of ur howitzers can waste their attack on single house while one howitzer's dps can take it down
if animation/dps system is working correctly 6 howies shooting a house shouldn't go in reload mode, only one of them should reload while the others have ready shots.
this is also causing another bug, i call it shooters cluster, after rally all ur shooters (briefly) target the same defender, if that defender for example a single foot soldier, all shooters will waste their shots on that single defender leaving other defenders around crushing ur poor howitzers and supply carts, which ends when ur troops AI decides separate pathways so the clustring ends
such a faulty system is a huge imbalance in the game core, while dps weight against defensive structres and troops hp is the main factor in calculating how fast u will finish destroying the base, that factor is completely faulty in it's core
another problem for fighters is they (not rarely) miss their target cause they r not in one line animation with the defender, or try to re-circle around the target to become in correct animation position to land their fire on target,
animation problems for howitzers can cause them to get in a closer range than firing range making them vurnable to defensive buildings with shorter ranges (as anti tank guns)
animation of trees and mines cause collosion and make troops uncomfortably try to reach position of shooting (the main reason i was against adding trees and mines to war maps)
on the contrary, defensive buildings, every shot counts, regardless of the animation, for example, the AA gun shooting animation doesn't concide with it's true damage, that's why in some cases, u may find ur fighter plan goes down briefly after destroying the last AA gun around (because the dps is slower than it's animation)