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Post by Blunt Eversmoke on Apr 25, 2016 14:13:34 GMT -5
Hello Trese brothers, hello everyone!
One thing in this great game always bothered me: Why do flamethrowers, close combat weapons by definition, have the same range as standard rifles and machine guns, even more if you count splash? Also, the Scout feels less like a scout and more like a faster Soldier with more sight range and less armor (at least at the beginning). Now, I understand that in TA, limited sight range and therefore weapon range is part not just of balance but also of atmosphere. However, seeing as built-in sensor suites of Leviathan armor allow Templars to see enemies right through walls as long as they are close enough, I have a hard time believing that longer range fire is not possible with the guns.
OK, it is clear that it would require balancing of some sort. Let's say normal ranges are kept as is. To fire over ranges longer than the standard 3 or 4, a Scout would then need to see the enemy, and possibly, to also mark them with a special ability. When this is given, Soldiers and Neptunes can shoot at that enemy. To balance things out, phalanx fire would be disabled over ranges longer than 3 respective 4, so the scout would need to stand aside, meaning that fire direction would not be possible in narrow passages. For the same reason, additional range would be limited by Tactics of both the firer and the Scout, and also by the firer's Ranged skill. The smallest value of the three would be taken as base and divided by, say, 4 or 5 or more (depending on difficulty?) to determine the additional range. This would make the Scout feel more like a scout (and more useful), and the Soldier's defensive AP as well as Neptune class more useful, not to mention add a great deal of atmosphere.
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Post by Cory Trese on Apr 25, 2016 14:19:10 GMT -5
Thanks for the feedback! We'll see what we can do within the game's design and balance.
Worth noting in your analysis ... the longest range Hydra weapon is 4 range, the longest range Scout weapon is 8.
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Post by fallen on Apr 25, 2016 14:41:55 GMT -5
Thanks for the feedback! We'll see what we can do within the game's design and balance. Worth noting in your analysis ... the longest range Hydra weapon is 4 range, the longest range Scout weapon is 8. But, that's in Battleforce. You can see we've addressed this is in the next game, but it simply isn't possible with the engine of TA to make significantly longer ranged weapons. The game is now more than 5 years old
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Post by Cory Trese on Apr 25, 2016 14:46:00 GMT -5
Oh wow, totally missed that this was TA not BF.
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Post by slayernz on Apr 25, 2016 23:01:34 GMT -5
TA's not really 5 years old is it?!? Noo ... ST maybe, but not TA. TA's no older than 4 ... and a half. We still call that 4 in my glass-half-empty world
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Post by fallen on Apr 25, 2016 23:18:20 GMT -5
My brain is long-coffee-addled. I don't know anymore. I drink Water-Fuel. Evidently, that isn't wise
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Post by Blunt Eversmoke on Apr 26, 2016 1:17:52 GMT -5
No, definitely is not. Found that out the hard way last night So, longer-range shooting in TA is not even possible by the dirty trick of ability use? (would be necessary for balance, anyway, for higher AP cost due to longer aiming when shooting over long range)
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Post by Cory Trese on Apr 26, 2016 10:30:33 GMT -5
The design for Templar Assault, and the core engine, were built in September of 2011.
TA is an absolute code disaster by today's standards and Battleforce is the sequel.
We made a shiny new Templars game for a reason -- TA has some fun stuff, but isn't as good as it could be.
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Post by Blunt Eversmoke on Apr 27, 2016 2:25:51 GMT -5
Damn. And here I thought how trim and proper it looks, that's how the engine code gotta look like, too But you are in good company with that - Sirotek brothers of Jagged Alliance fame made an even messier engine code, and look at the gem that JA2 is
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Post by Cory Trese on Apr 27, 2016 9:50:52 GMT -5
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