Loading...
  OR  Zero-K Name:    Password:   

Vindicator able to execute its own cargo?

33 posts, 1420 views
Post comment
Filter:    Player:  
Page of 2 (33 records)
sort
12 years ago
If you kidnap a large unit with a vindicator, it is able to point its lasers inwards and damage its cargo. Is this a bug or a feature?
+0 / -0
12 years ago
Feature.
+0 / -0

12 years ago
lol. didnt they change range from cylindric to shperical? maybe on this way something happened to targeting, in old days it didnt work as you are describing.
+0 / -0

12 years ago
Nah this is an engine thing.
+0 / -0


12 years ago
can the transported unit be damaged? pretty sure there is a tag that can prevent that
+0 / -0
12 years ago
The transported unit can take damage I think, most notably from the vindicator itself. I hadn't seen this previously so presumed it might be something to do with the new spherical range business.

Also, as I was messing around when I saw this, newtons + transports do all sorts of strange things. The transported unit seemed to store up the impulse and release it on unload.
+0 / -0

12 years ago
hows that? have you been able to pick up a moving (e.g. newton-accelerated) unit with a transport? thought units has to stay still to get picked up...
+0 / -0
12 years ago
As things can shoot at the transported unit, getting newtons to fire at it was trivial.
+0 / -0


12 years ago
I just tried it, it is lol!

1. Pick up enemy unit with vindicator.
2. Fly over your newtons so they can shoot the transported unit.
3. Unload the unit elsewhere.
4. Watch it flying into orbit!
+0 / -0


12 years ago
Did more testing:
-it works with Valkyrie same as with Vindicator
-it works on your own units too

1. Give your newtons an attack order on your unit (preferably the unit is out of newtons range so they don't start shooting yet).
2. Pick up the unit with air transport.
3. Fly over your newtons so they can shoot the transported unit.
4. Unload the unit elsewhere.
5. Watch it flying into orbit!
(or more likely immediately exploding after colliding with tranport or ground)

Unit needs to be UNLOADED from the transport for the sudden mipulse effect. If you kill the transport instead the unit will fall to ground normally without anything strange.
+0 / -0


12 years ago
Apparently the velocity of a unit needs to be reset when it is unloaded. I suppose a gadget could do that but it should really be fixed in the engine.

The engine decided that all units in transports should be targetable so it has become trivial to kill or capture napped units.
+0 / -0

12 years ago
dont fix it yet ! I WANT TO ABUSE THAT!
+0 / -0

12 years ago
We're not going to, abuse away, I really don't see this ever being useful or harmful in a truly usable fashion (I mean, we've left newton launching in on purpose, because its stupid (not strictly 'bad' perse but stupid) and hilarious).
+0 / -0

12 years ago
will do some experiemnts with skuttles/roaches on the weekend. see what i can get out of this abuse :DDD
+0 / -0
You can just newton launch these in the conventional fashion. Nobody has ever got it to work properly, as good as skuttle-jumping-from-the-sky sounds, so good luck.
+0 / -0


12 years ago
I just abused it ingame:
1. You just need 1 newton to launch anything. I launched a sumo across the whole map easily.
2. It seems to be much more precise than conventional newton ramp.
I was able to drop sumo in the middle of enemy base with well timed jump.
+0 / -0
It does sound a lot easier to use than conventional Newton ramps. By storing impulse while the unit is stationary the direction can be properly controlled and no terraform is required. So I may have to block this.
+0 / -0
Yes it saves the direction of impulse and you can control the direction by positioning the transport relative to the newton.

It needs very little terraform - you only need to make a small tower to unload the unit on top. If you unload it on flat the unit frequently collides with the ground and/or transport and receives damage or even dies.

http://zero-k.info/Battles/Detail/63999
Demonstration of the Jack/Sumo launcher.

I still think the tactic is not OP. If you don't jump at the right time the unit will fly of the map and die. Also it takes long time for the Jack/Sumo to land on ground and enemy sees the landing unit in advance and can prepare stuff to kill it easily.
+0 / -0


12 years ago
You can launch units normally with Newtons and ramps, that behaviour is fine. But the transport behaviour is a bit easier removing the need for Newton ramp. Also an impulse capacitor is basically just a physics bug even by this engine's standards.
+0 / -0
12 years ago
Glad everyone's having a laugh.

I use these strats a lot against my friends, we tend to piss about. I've pretty much got unit cannons down to a science. You know you can do this without a transport anyway? The jumpjet function also allows you to store impulse. IMO the most useful method is actually nanoframes. Have a caretaker near your cannon, reclaim 5% of the unit, set newton to firing, repair unit. PING! This also allows you to queue any orders for in-flight use neatly. (aerial attacks, or jump commands)

Please don't remove this stuff though, it's far too much fun!
+0 / -0
Page of 2 (33 records)