TaxOwlbear Posted July 10, 2015 Share Posted July 10, 2015 Two questions I've been asking myself for years: 1. Are vehicles delivered faster if the airstrip is close to the eastern edge of the map? Or is it always a set amount of seconds before vehicle is delivered? 2. Why can GDI rocket launchers be delivered via a Nod airstrip? Because they are so similar to the Nod napalm launcher? Link to comment Share on other sites More sharing options...
Tore Posted July 10, 2015 Share Posted July 10, 2015 1. It depends on where the cargo plane comes from and where the airstrip is placed. 2. Because Nod can build Rocket Launchers. Like they can build APC's. Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted July 10, 2015 Share Posted July 10, 2015 I was speeding up the cargo plane to remove the disadvantage players had on the left side of the map in online games, cause sometimes you already had a new unit ready to be shipped but the plane didnt arive yet so you had to wait while players on the right side of the map were outproducing you Link to comment Share on other sites More sharing options...
cn2mc Posted July 10, 2015 Share Posted July 10, 2015 1. Yes, but only very slightly. 2. Because they have them in multiplayer. Link to comment Share on other sites More sharing options...
Jacko Posted July 10, 2015 Share Posted July 10, 2015 Has anyone managed to define how the airstrip works with "primary building" Because I still can't work out how its supposed to work, and its annoying me Link to comment Share on other sites More sharing options...
cn2mc Posted July 10, 2015 Share Posted July 10, 2015 I have a theory: maybe it's distance based. Maybe if the strip you've set to primary is too far to the West and the straight-line distance between it and the right edge is greater than the distance between the secondary strip and the right edge (at the same point where the plane would enter to go to the primary), it'll turn. So the plane always enters the map approaching your primary strip, but if there is a closer one in a straight line, it'll turn and land there instead. EDIT: since I didn't really explain it too well: A------------------ C / / / / B A is primary strip. B is secondary. C is where the plane enters. It will enter there, as long as A is primary. So, if A-C > C-B, then the plane will override primary settings and land at B. This needs to be tested though. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted July 10, 2015 Author Share Posted July 10, 2015 2. Because they have them in multiplayer. But that's the Nod SSM launcher, not the GDI rocket launcher, isn't it? Link to comment Share on other sites More sharing options...
cn2mc Posted July 10, 2015 Share Posted July 10, 2015 Different units. Nod have both in multiplayer, GDI only the MLRS. Link to comment Share on other sites More sharing options...
TaxOwlbear Posted July 10, 2015 Author Share Posted July 10, 2015 Different units. Nod have both in multiplayer, GDI only the MLRS. Wow, I didn't even remember that! I've got to play more MP matches. Link to comment Share on other sites More sharing options...
MattAttack Posted July 10, 2015 Share Posted July 10, 2015 I have a theory: maybe it's distance based. Maybe if the strip you've set to primary is too far to the West and the straight-line distance between it and the right edge is greater than the distance between the secondary strip and the right edge (at the same point where the plane would enter to go to the primary), it'll turn. So the plane always enters the map approaching your primary strip, but if there is a closer one in a straight line, it'll turn and land there instead. EDIT: since I didn't really explain it too well: A------------------ C / / / / B A is primary strip. B is secondary. C is where the plane enters. It will enter there, as long as A is primary. So, if A-C > C-B, then the plane will override primary settings and land at B. This needs to be tested though. I used to think it prioritized the Eastern most Airstrip, but after playing some MP matches that contradicted this I find no rhyme or reason. I kind of buy your explanation, though. Although I frown upon most major changes in the game, this is one thing I wouldn't mind seeing remedied. Being able to pick a "primary" building has significant strategic advantages and it's annoying as hell to be bound by whatever logic the computer adheres to. Link to comment Share on other sites More sharing options...
AchromicWhite Posted July 12, 2015 Share Posted July 12, 2015 Agreed, you should be able to set primary building. And yes, this is annoying... when it drops the unit at the wrong location. (same sort of thing can happen with multiple WF and you make hummers too fast... if one unit is still emerging from a WF, another will just come out of a different one). Very annoying if you don't notice and have idle units that could have helped you in situations. -Liam Link to comment Share on other sites More sharing options...
Jacko Posted July 12, 2015 Share Posted July 12, 2015 Agreed, you should be able to set primary building. And yes, this is annoying... when it drops the unit at the wrong location. (same sort of thing can happen with multiple WF and you make hummers too fast... if one unit is still emerging from a WF, another will just come out of a different one). Very annoying if you don't notice and have idle units that could have helped you in situations. -Liam I don't usually get this problem as GDI, simply because by that sort of time I've stopped building hummers. But the idle units issue becomes very real as Nod Link to comment Share on other sites More sharing options...
AchromicWhite Posted July 13, 2015 Share Posted July 13, 2015 Yeah, I go for a nice hummer count in GDI vs Nod. Remember... when we played, and it resulted in Orca -Liam Link to comment Share on other sites More sharing options...
Jacko Posted July 13, 2015 Share Posted July 13, 2015 Hehe yeah. you're one of those few people who use orcas vs Nod xD. I use them a lot vs huni when he does his turret spam. Link to comment Share on other sites More sharing options...
AchromicWhite Posted July 13, 2015 Share Posted July 13, 2015 Yeah, 3 can wipe out a turret, they're excellent like that. 4 for an ob, too. -Liam Link to comment Share on other sites More sharing options...
cn2mc Posted July 15, 2015 Share Posted July 15, 2015 They're also quite good if Nod are more reliant on buggies than bikes. If there are more bikes though, you have to just use them as bait to keep those out of pestering your harvs and base. Good against apaches too. In one game against Matt I scored 2 or maybe even 3 mid-air kills on his apaches with my orcas (2 kills on record). Hell, I'll often use orcas to ruin airstrips, after I get my WF fucked by Bike & Buggy TM of course. Orcas rule. They're like the GDI bikes. Link to comment Share on other sites More sharing options...
AchromicWhite Posted July 17, 2015 Share Posted July 17, 2015 In many ways, I guess they are... and yeah, they wreck airstrips, which is good. I should use them for that more often. Shutting down Nod light vehicle production can quickly be the nail in the coffin. -Liam Link to comment Share on other sites More sharing options...
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