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Making napalm bombers easier to use

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6 years ago
Currently napalm bombers start firing on their target and then start turning around, leaving a j pattern for their fire. This often makes most of their bombs useless.

Instead, what if napalm bombers fired 1 time, in a shotgun fashion, tossing all their bombs at once in a small circular area. This would make them much easier to use because you no longer have to micro their path after bombs are dropped.
+3 / -2
6 years ago
Or maybe have it drop just one bomb?
+1 / -0
6 years ago
There would be no functional difference from my proposal if that was the way it worked. I just though it would be cool to keep the multiple little bombs aspect.
+1 / -0
6 years ago
While this is probably harder to achieve, wouldn't the ideal way to do this be a way to draw the actual path that needs to be bombed? The bomber would then just follow the curve while is still has bombs left and turn back right after.
+1 / -0
6 years ago
Yes, but nobody would have the apm to manage more than 2 bombers. We are supposed to be making them EASIER to use.
+0 / -0


6 years ago
Hmm but bombing in a line is cool.
+0 / -0
6 years ago
Yes, it is. But currently they bomb in a J. And lines are hard to use.
+0 / -0
6 years ago
I remember that bombing in a line was what napalm bombers used to do, before it was changed to a "J"-pattern. That means the code that made them do that is probably still lying around somewhere, and could be implemented as a setting for the bombers; OFF to keep the "J"-pattern bombing, ON to bomb in a line instead.

I feel obligated to mention that to help in bomber control when you are selecting multiple bombers, you can also hold down the Ctrl key when you set an area attack order. This will cause their bombing orders to be evenly split among enemy targets in the attack area. It really helps to spread napalm as smoothly as possible among a big group of units, rather than just bombing a single J-shaped line and leaving the others mostly untouched.
+0 / -0
6 years ago
That ctrl trick fails sometimes, by picking units that are close to each other.

We have the t-bird for line miceo. It is high impact, so it is very justified that it should be the most micro intensive plane.

Phoneix are pretty low impact. I don't want to micro this stupid plane to kill a glaive or two.
+0 / -0

6 years ago
+4 / -0
6 years ago
Why not? That's what it ends up hitting most of the time anyways. Spreading isnt very hard.
+0 / -0
6 years ago
+1 for the 1-giant-napalm bomb idea
+0 / -0

6 years ago
http://zero-k.info/Battles/Detail/489698
+0 / -0

6 years ago
Pheonix was always better when it bombed in a straight line instead of turning before it even really arrives at it's target.
+0 / -0
6 years ago
quote:
Pheonix was always better when it bombed in a straight line instead of turning before it even really arrives at it's target.

Aye, straight lines are more useful when what you're trying to bomb is in a straight line formation itself. Such as if you are flying your bombers parallel to a line of units and wanting to bomb straight down the line. However, bombing in a "J"-formation is more useful if you are "crossing the T" or bombing perpendicular to the line; plus, the bombers will begin breaking off sooner, exposing themselves less to incoming fire. That's why I think both options are good, and might warrant a button setting, or at least a key you can press down to enable straight-line bombing on command.
+1 / -0
6 years ago
Or, how about, it drops bomb in a circular area, so it is somewhat consistent in both situations and avoids adding yet more toggles to toggle-K?
+1 / -0
6 years ago
If it's an empty circle, wouldn't it consistently keep missing the actual target? and would it not be too powerful if it is a filled circle?
+0 / -0
6 years ago
circular area = filled circle.

Obviously the radius would have to be tuned...
Size of flea would be trash.
Size of napalm missile would be op.
Somewhere in between is the radius we seek.
+0 / -0
6 years ago
This discussion is so old, i have made jokes about it being old 3 years ago.
For something that has been pointed out many times over the span of 4 years, you'd think this problem would've been resolved by now.
And please, dont ask me how long it took me to find all the posts.

Thread 1 - 2014.02 one of the first mentions of the problem and the solution
Thread 2 - 2014.04 another discussion touching the problem
Thread 3 - 2014.06 commit actually made to resolve the issue, but 200 -> 400 ms timer change was clearly not enough
Thread 4 - 2015.03 the problem is still there
Thread 5 - 2015.11 another thread complaining about phoenix
Then i was gone so maybe more threads were made that i have missed.

+3 / -0
RUrankYogzototh I posted same idea changes for the napalm bomber but no1 listened to me... Guess when "admin" points out the problem people (other admins) votes the comment up and they make the change. Nice game, nice unique ideas some of you have here... Keep up the good work. Hope you will keep braking this game until nobody plays it.


+1 / -1
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