fir3w0rx Posted September 24, 2017 Share Posted September 24, 2017 17 minutes ago, MapDesigner said: Yes :O but let me guess first: that they can strike while moving? XD Close but way off. (The same goes for the sentry gun) Same principle as with the tier one turrets. In short, in a tank battle where you are Sovs and your enemy is Allieds, try to position your tanks directly above, below, left or right of the grizzlies, NOT at an angle. Obviously you won't be able to do this all the time, but if you do this with every chance you get, you'll start winning more tank battles. Tell no one of what has transpired here today. Now go be a pro! 3 1 1 Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted September 24, 2017 Share Posted September 24, 2017 3 hours ago, fir3w0rx said: (I'm not kidding either) Really? Link to comment Share on other sites More sharing options...
fir3w0rx Posted September 24, 2017 Share Posted September 24, 2017 12 minutes ago, FReQuEnZy said: Really? Link to comment Share on other sites More sharing options...
Korc Posted September 24, 2017 Share Posted September 24, 2017 hey whats up guys 1 Link to comment Share on other sites More sharing options...
Chrono Vortex Posted September 24, 2017 Share Posted September 24, 2017 (edited) 14 hours ago, fir3w0rx said: So, looking into the rules, the rhino has 5.75 range while the grizzly tank only has 5. I always thought that extra 0.75 was useless... Interestingly, the sentry and the pillbox each have 5.5 range, so there may be some positioning in which they would be able to target a grizzly, but the grizzly wouldn't be able to target them. EDIT: Indeed there is: If a grizzly is in a white cell, it can target the pillbox and the pillbox can target it. If a grizzly is in a blue cell, neither it nor the pillbox can target each other. If a grizzly is in a red cell, the pillbox can target it, but it can't target the pillbox. Same goes for sentry guns. Edited September 24, 2017 by Chrono Vortex 2 1 Link to comment Share on other sites More sharing options...
scalpem Posted September 25, 2017 Share Posted September 25, 2017 Do units move the same speed going up/down as left/right ? like do they cover the same amount of squares per minute, or is it based on visual distance? Link to comment Share on other sites More sharing options...
Chrono Vortex Posted September 25, 2017 Share Posted September 25, 2017 (edited) 3 hours ago, scalpem said: Do units move the same speed going up/down as left/right ? like do they cover the same amount of squares per minute, or is it based on visual distance? Well, the game treats cells like actual squares, meaning that it takes approximately 41% longer to traverse them across their diagonal than it does to traverse them across their width or length. That means that an object moving horizontally or vertically will travel 5 cells in about the the same time that an object moving diagonally will travel 7 cells. Another interesting effect of cells being longer going horizontally or vertically is that base-crawling horizontally or vertically is more efficient, since the location at which you can place buildings is cell-based and not distance-based. Physically, you can place buildings about 41% farther away from other buildings going horizontally or vertically rather than diagonally. ...I should probably make some diagrams for this, huh? EDIT: Alright, I hope you guys know your trigonometry ‘cause this shiz is about to get mathematical. If we say an in-game cell is x units by x units large, then its diagonals, which are going horizontally and vertically since the cell is a square rotated 45 degrees, are each x × root( 2 ) units in length (note that the square root of 2 is about 1.41). Because of this, placing a new power plant in the red square would place it 2x units away from the original power plant, while placing the new power plant in either of the green squares would place it 2 × ( x × root( 2 ) ) units away from the original power plant. Edited September 25, 2017 by Chrono Vortex 2 1 1 Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted September 25, 2017 Share Posted September 25, 2017 Lol, impressive diagrams. Did you guys use Final Alert 2 to make them? Link to comment Share on other sites More sharing options...
fir3w0rx Posted September 25, 2017 Share Posted September 25, 2017 1 hour ago, FReQuEnZy said: Lol, impressive diagrams. Did you guys use Final Alert 2 to make them? I don't know where Pythagoras Vortex^ got his images from, but I got all mine from good 'ol google, including my isometric grid. It looks like he did it properly though and used actual images from the mix files, where as mine were all cut and paste, some not even cut properly . I was going to use FA2's framework mode, but I couldn't get the tanks to face a specific direction, plus they didn't look like how they normally do in-game. Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted September 25, 2017 Share Posted September 25, 2017 Yeah, they are rendered differently in Final Alert 2. You can double click the units and set the facing direction and also pick faction for colour, Allied are Orange and Soviet are Red. Link to comment Share on other sites More sharing options...
fir3w0rx Posted September 25, 2017 Share Posted September 25, 2017 (edited) 10 minutes ago, FReQuEnZy said: Yeah, they are rendered differently in Final Alert 2. You can double click the units and set the facing direction and also pick faction for colour, Allied are Orange and Soviet are Red. I actually did that (double click) but I didn't notice the 'Direction' option. I think because right after I had a look at colors for the different 'Owners', I said fuck this, and closed it Edited September 25, 2017 by fir3w0rx Link to comment Share on other sites More sharing options...
Gun_Man Posted September 26, 2017 Share Posted September 26, 2017 That range thing is useful. I learned it from Zhasulan - i guess people on cncnet know him as other names like DTA. I'm pretty sure there's more than one tile where the rhino can outrange the sentry. But kids, this is why u dont chase full health rhinos with grizzlies! Link to comment Share on other sites More sharing options...
fir3w0rx Posted September 27, 2017 Share Posted September 27, 2017 (edited) (post deleted) Edited September 27, 2017 by fir3w0rx 1 Link to comment Share on other sites More sharing options...
MapDesigner Posted September 27, 2017 Author Share Posted September 27, 2017 On 9/14/2017 at 9:06 PM, FlyingMustache said: I think the build timer is the primary reason for that. The transition to YR nerfed the rhino timer by 30%, but the grizz timer was nerfed 50%. The grizz builds proportionately slower than the rhino by a 20% margin. Which is a difference everyone noticed. On 9/14/2017 at 9:13 PM, XXxPrePxX said: Wow, I didn't know about the stats there, so it really is that bad. Yeah, then the argument that allieds are much weaker on YR compared to Ra2 holds with even stronger conviction. Thx guys for pointing this out. I was surprised this info was not stated in the wiki page for grizzly tank (shows original not updated value) but rather only for rhino tank (shows both). I have tested this with my stopwatch at Fast game speed (4), and found that Rhino Tank took 22.5 Seconds to be manufactured, whereas it took grizzlies 20.7 seconds. under the assumption that rhino build time is really 46 seconds, this leads to conclusion, from proportionality, that grizzly tank needs 42 seconds to manufactor. Although I forgot to stop the watch for half a second, it wouldnt matter cuz I took measurement for manufacturing 10 tanks 8 hours ago, fir3w0rx said: (post deleted) Link to comment Share on other sites More sharing options...
Ezer_2000 Posted September 27, 2017 Share Posted September 27, 2017 (edited) @MapDesigner i don't know which topic are these quotes from. But actually, for both (Rhino ang Grizzly) tanks BuildTimeMultiplier=1.5 Info from rulesmd.ini (YR 1.001) https://forums.cncnet.org/topic/7500-red-alert-2-laboratory/?do=findComment&comment=57622 Quote You must have read the rules wrong. Rhino is 1.3 and grizz is 1.5 Spoiler ; ************************************************************************** ; ***************************** Allied Units ******************************* ; ************************************************************************** ; Medium Tank [MTNK] UIName=Name:MTNK Name=Grizzly Battle Tank Image=GTNK Prerequisite=GAWEAP Primary=105mm Strength=300 Category=AFV Armor=heavy Turret=yes IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=7 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance Cost=700 Soylent=700 Points=25 ROT=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=GrizzlyTankMoveStart CrushSound=TankCrush MaxDebris=2 ; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed MovementZone=Normal ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes Size=3 OpportunityFire=yes ElitePrimary=105mmE BuildTimeMultiplier=1.5;Individual control of build time ; Heavy Tank [HTNK] UIName=Name:HTNK Name=Rhino Heavy Tank Prerequisite=NAWEAP Primary=120mm Strength=400 Category=AFV Armor=heavy Turret=yes IsTilter=yes TargetLaser=no TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=6 CrateGoodie=no Crusher=yes Owner=Russians,Confederation,Africans,Arabs Cost=900 Soylent=900 Points=25 ROT=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovVehicleSelect VoiceMove=GenSovVehicleMove VoiceAttack=GenSovVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=RhinoTankMoveStart CrushSound=TankCrush Maxdebris=3 ;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer ThreatPosed=40 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys DamageSmokeOffset=100, 100, 275 Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 OpportunityFire=yes ElitePrimary=120mmE BuildTimeMultiplier=1.5;Individual control of build time Edited September 27, 2017 by Ezer_2000 Link to comment Share on other sites More sharing options...
FlyingMustache Posted September 27, 2017 Share Posted September 27, 2017 45 minutes ago, Ezer_2000 said: @MapDesigner i don't know which topic are these quotes from. But actually, for both (Rhino ang Grizzly) tanks BuildTimeMultiplier=1.5 Info from rulesmd.ini (YR 1.001) You must have read the rules wrong. Rhino is 1.3 and grizz is 1.5 Link to comment Share on other sites More sharing options...
MapDesigner Posted September 28, 2017 Author Share Posted September 28, 2017 8 hours ago, FlyingMustache said: You must have read the rules wrong. Rhino is 1.3 and grizz is 1.5 I think im blind then lol I only can see 1.5 under both tanks x) Link to comment Share on other sites More sharing options...
Chrono Vortex Posted September 28, 2017 Share Posted September 28, 2017 11 hours ago, FlyingMustache said: You must have read the rules wrong. Rhino is 1.3 and grizz is 1.5 IIRC the only vehicles with modifiers of 1.3 are robot tanks and tesla tanks. Link to comment Share on other sites More sharing options...
FlyingMustache Posted September 28, 2017 Share Posted September 28, 2017 Yeah, I got off work and went in to see just now. 1.5 for both. Link to comment Share on other sites More sharing options...
FlyingMustache Posted September 28, 2017 Share Posted September 28, 2017 It's just strange because the rhino builds in about 11 seconds at normal game speed. If it's 1.5, it should build at about 13 seconds. Closer to the miner. I'm going to check the maps themselves to see if they have individual values. Remember xwis toe prism towers? Link to comment Share on other sites More sharing options...
MapDesigner Posted September 28, 2017 Author Share Posted September 28, 2017 3 hours ago, FlyingMustache said: It's just strange because the rhino builds in about 11 seconds at normal game speed. If it's 1.5, it should build at about 13 seconds. Closer to the miner. I'm going to check the maps themselves to see if they have individual values. Remember xwis toe prism towers? No Whats that? Link to comment Share on other sites More sharing options...
FlyingMustache Posted September 28, 2017 Share Posted September 28, 2017 33 minutes ago, MapDesigner said: No Whats that? On the XWIS server, a handful of the official maps had charged prism towers one shot any target Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted September 28, 2017 Share Posted September 28, 2017 1 hour ago, FlyingMustache said: On the XWIS server, a handful of the official maps had charged prism towers one shot any target That's just a bug in some official maps, not specific to the xwis server. 1 Link to comment Share on other sites More sharing options...
MapDesigner Posted September 30, 2017 Author Share Posted September 30, 2017 On 9/28/2017 at 6:17 PM, FlyingMustache said: It's just strange because the rhino builds in about 11 seconds at normal game speed. If it's 1.5, it should build at about 13 seconds. Closer to the miner. I'm going to check the maps themselves to see if they have individual values. Remember xwis toe prism towers? Hmmm, So you think rhino build time multipier was reduced in each and every map of YR? I have made all my tests in East vs Best map. (And from the same save game i have) Link to comment Share on other sites More sharing options...
FlyingMustache Posted October 1, 2017 Share Posted October 1, 2017 On 9/29/2017 at 6:40 PM, MapDesigner said: Hmmm, So you think rhino build time multipier was reduced in each and every map of YR? I have made all my tests in East vs Best map. (And from the same save game i have) I didn't see a multiplier when I opened an official map in notepad, but I tested the speed between an official map and a map where I manually put in the 1.5 multiplier. The official map built the rhino in 11 seconds, the 1.5 map built the rhino at 13 seconds like I predicted. Test it yourself if you can. for some reason, it seems westwood changed the rhino to 1.3 build speed in the end. Link to comment Share on other sites More sharing options...
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