Another Siege Turret Thread
Sycophant
Join Date: 2002-11-05 Member: 7092Members
<div class="IPBDescription">Q on angle of firing</div> Just a quick question - what angle of fire do siege cannons have? From what I've read, normal sentry turrets have a 60deg angle from the highest to the lowest firing point. Do the siege cannons have this same angle?
For example, let's say you have one room directly on top of the other, with a solid floor between them. A siege cannon is in the top room, and aliens start building chambers in the bottom room. Will the cannon start firing?
<i>I tried a few search queries before posting this message, but didn't find anything. Still, I apologize if it's been answered before.</i> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
For example, let's say you have one room directly on top of the other, with a solid floor between them. A siege cannon is in the top room, and aliens start building chambers in the bottom room. Will the cannon start firing?
<i>I tried a few search queries before posting this message, but didn't find anything. Still, I apologize if it's been answered before.</i> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Comments
The concept with the siege is that it creates a sphear in wich it has nominal controll of gravetie in side of it (thus why it is a sphear b/c 2D would be stupid)
Also this then allows for the siege to sorta create mini anomalies or just tear a the gravity (or something like that, it is all in the manual ;D)
Wow, good thing I checked this out before actually making the map.... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
side note, don't forget that if you layer things in you map it won't work (commander view)
Nooo, it wouldn't have been anything like that. That'd be way too abusive, being able to be a redeemed Onos then be back in the marine base within seconds. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
It was just one of those thoughts of "Hey, that might be an interesting map idea!! I'd better check it out first though". It would have involved a good amount of 2-layer overlapping, but handled in such a way that the layers wouldn't totally interfere with command view (<i>in theory</i>).
I might just do up a simple 2-level one-room map anyways to see if my layering idea even works. I'm sure one of the mappers will probably tell me [MR.T]"It can't be done, foo"[/MR.T], but I always need to find these things out for myself anyways. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
It will target and hit anything in a sphear but the splash MDG often seems to only be a ring around the object (Though I am not positive if this is true)
It seems to do splash damage in a ring, but the height of the ring seems a little higher than the graphic might imply.
I was playing the other day as gorge, and setting up a defense in the Mess Hall on ns_nancy. The marines set up siege in the nearby hallway, so I jumped on top of the table while they started blasting the chambers on the floor. Unfortunately, I guess it wasn't high enough because I was killed (<i>note: the table is a little over half the height of a chamber</i>).
Actually, that was quite a fun battle anyways. By the time they finally cleared out the Mess Hall, they had FIVE siege cannons in the hallway blasting almost continuously. I guess my cluster of defense chambers in the middle of the room did a good job of keeping the other chambers alive.
That won't work nearly as well once the siege damage bug is fixed. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->