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Catapulting Krows and gunships.

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10 years ago
I played around with Newtons (gravitation tower) and sent various items away. Among other things, a krow. If you have 10+ newtons you will make a krow fly so high that it is unreachable also it can bomb a larger field, may not be as effective, but it is impossible to kill. This also serves to make it similar the "roachlauncher" where you can load the krow's throwing ability by putting it on guard on a newton, then it becomes motionless until it has reached such force so it is thrown out behind enemy lines. Which enables it to knock out singus etc. Do not know if it's a bug or if this is the idea of ​​Newtons combinde with Krow. Works pretty well with any flying units, so shooting them over the battefield and then push from behind. smaller gunships only need 5+ NT to send over a big map only need too use the guard command and it works like a catapult.
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10 years ago
[RD]Znack curent newton system is fail against gunships, they give less impluse cause they were nerfed.Before that i was raining with skuttles from air:D, and yes Krow+ Athena was to strong in air as a scout and as a surprize attack.They just went in space and not all aa could hit it.Curent newton tactic is to expensive to propel them in space so it wont make cost trust me.I made a 3 hour battle with @Rafal[ZK] where we tested newton tech.Watch replay if you want.
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10 years ago
You need to link to the replay for us to watch it...

Yeah this gunship thing is known, it used to be done to the Athena, where it would be able to build from space anywhere on the map.

We've made some adjustments to how impulse works and how much a unit can be pushed, to the point that people don't really do it anymore, but further adjustments might be needed.

We kind of like Newton bullshit, we let the Newton push allied units precisely for this reason, it's fun and interesting and dynamic and promotes creativity with physics. But a range of changes (gunships used to not be subject to impulse units used to take way more collision damage) have made it more viable so we've had to make changes in response, and obviously it takes a long time to determine which areas are problematic because this is really rather difficult to pull off in an actual game.

So yeah we'll have to continue to look at stuff like this. I encourage you to exploit it mercilessly so we can get an idea of how practical it really is.
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10 years ago
I exploited to much AUrankAdminSaktoth.There is just a 3-5% chance in using newtons and propel Krow in space like it once did before.You just need to use a combination of newton on atraction and newton on repulsin hiting the same target at the same time in a specific angle.Its hoard to explain but it can be done.I found that in the 3 hour battle with @Rafal[ZK]. So you wont fin som1 in game trying to captault it for like 1 hour and make it work after 30-40 atempts.
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10 years ago
I'd like to see some replays with this magical attractions and repulsion which launches Krows. On one hand I doubt it exists because gunship physics is just velocity and acceleration but on the other hand game physics is messed up.
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10 years ago
In this 3 hour game ROrankForever mentions we were newtoning many units but I don't remember launching gunships, unless Forever did it in his side of the map.
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10 years ago
SErank[RD]Znack is talking about that old issue where if you give a gunship a 'Guard' order on the Newton, it does this weird, static, 'floating in space' thing. When you apply impulse to this, it shivers on the spot, shivering faster and faster but constantly resetting it's position, and when you tell it to move it release all that impulse.

I recall a thread about this before.

It's very interesting. It doesn't work on a landed Krow. It doesn't work on a flying krow. Guard just does something weird to gunships.

They fall down again pretty quickly but you can give them quite a bit of horizontal motion. It's no 'Satellite Athena' though.
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GBrankSab
10 years ago
I've launched krows too with loads of newtons (seen forever do it too on ssm with me)... they tend to fly fast and far but not really that high (maybe 1 in 40 goes high). Though it depends on how you setup the newton farm.
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10 years ago
I've had this happen with brawlers in a chicken game today. They tried to shoot something under them while being spidermonkey'd. They did that for quite a while before i noticed it, the moment i gave them another order they flew off the map at avengerboost-speed.
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10 years ago
Example:

http://zero-k.info/Battles/Detail/199703

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10 years ago
Just watched the replay and tested myself too.
It seems that Guard order works for gunships as impulse capacitor. The unit keeps getting more and more impulse, but for some reason its position reverts every frame, so effectively the unit just shivers in place. But the moment you cancel the guard order all impulse gets released and you can even throw Krow over whole map.

Only works for some gunships, presumably those with CanAttack=true.
Works for Krow, Blackdawn, Blastwing.
Doesn't work for Crane, Valkyrie, Vindicator.
Vindicator has CanAttack, but it seems to be flying too high to gain enough horizontal impulse.
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10 years ago
Thanks, that is fixed now.
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10 years ago
successful example of newtoning blastshits to kill singu

Multiplayer B199960 22 on Icy Run v2
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