Comments (3)
Yes, the same thing is observed with the Tesla tower. This is especially expressed in the Tesla tower + Tesla trooper.
Perhaps there is some idea that a unit/tower on its own could shoot a little closer than a manually directed one. But, with increased range, the independent attack begins to work too close in percentage to the maximum range.
Apparently this problem is not limited to OpenTopped.RangeBonus. Without prescribing this, the problem also exists.
from phobos.
This is a Phobos issue only in the way that the tag introduced by Phobos suffers from something that many other tags do. And that something is: guard range.
Guard range defaults to the weapon's regular range, and there are many tags that increase attack range of a weapon, but they don't affect the guard range of the object having that weapon. Thus, if the weapon's range is increased, the weapon won't be fired until the regular range is met. This is the case even for such tags as AirRangeBonus and BunkerWeaponRangeBonus.
This can be averted by giving the object a higher GuardRange= value as default to compensate for any potential range increase.
from phobos.
This is a Phobos issue only in the way that the tag introduced by Phobos suffers from something that many other tags do. And that something is: guard range.
Guard range defaults to the weapon's regular range, and there are many tags that increase attack range of a weapon, but they don't affect the guard range of the object having that weapon. Thus, if the weapon's range is increased, the weapon won't be fired until the regular range is met. This is the case even for such tags as AirRangeBonus and BunkerWeaponRangeBonus.
This can be averted by giving the object a higher GuardRange= value as default to compensate for any potential range increase.
Well, that could work. Thank you.
from phobos.
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from phobos.