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Fix Seraphim carrier/T3 Sub and Cybran carrier AA missing their targe…
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…ts (#6427)

## Reasoning for the changes
The Seraphim carrier hits air targets less reliably than it should. It has the same weapon as the Seraphim SAM
(by name and visuals), but doesnt have any of the expected tracking
properties. The muzzle velocity and pitch range is also slightly
different.
Cybran carrier's projectile has tracking which turns off the weapons'
target leading. The tracking is not strong enough for the projectiles to
correct their aim with the high velocity of the projectiles. The Cybran
carrier actually has a worse hit rate than the Seraphim carrier because
of the combination of turning off leading and too weak tracking.

The Seraphim T3 subhunter does not get any tracking as the balance team decided the anti air is already quite strong and does not need further buffs as it is not the main purpose of the unit.

## Description of the proposed changes
Copy the Seraphim SAM projectile physics to the carrier
projectile. Also copy it to the Cybran carrier's
projectile to improve its hit rate.
Copy the Seraphim SAM muzzle velocity and turret pitch to the carrier so it can aim straight upwards.
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lL1l1 authored Nov 21, 2024
1 parent de6d833 commit 953a4ad
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Showing 6 changed files with 20 additions and 17 deletions.
2 changes: 2 additions & 0 deletions changelog/snippets/balance.6427.md
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@@ -0,0 +1,2 @@
- (#6427) Add strong tracking capabilities (like the Seraphim SAM) to the AA of the Cybran and Seraphim carriers so that they do not miss their shots.
- Cybran carrier had an especially poor hit rate at the edge of its range because its weak tracking disabled its ability to lead targets.
4 changes: 2 additions & 2 deletions engine/Core/Blueprints/WeaponBlueprint.lua
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Expand Up @@ -161,7 +161,7 @@
--- script: `Weapons = { FrontTurret01 = Class(TDFGaussCannonWeapon) {} }`
--- If the Label does not match the weapon will not be workable. Defaults to `"Unlabelled"`.
---@field Label string
--- for tracking weapons, if the weapon should lead its target when aiming
--- for weapons without a tracking projectile, if the weapon should lead its target when aiming
---@field LeadTarget? boolean
--- if set, requires a player to directly issue an attack / launch order for the unit to fire. Is set for all SMLs and
--- stationary TMLs. Requires _some_ kind of delay between the firing (such as a charge delay) or queued orders are not
Expand Down Expand Up @@ -351,7 +351,7 @@
--- the speed at which the secondary turret can turn in its yaw direction
---@field TurretDualYawSpeed number
--- if this weapon uses the recent firing solution to create projectile instead of the
--- aim bone transform
--- aim bone transform when it fires.
---@field UseFiringSolutionInsteadOfAimBone? boolean
--- the kind of weapon this is
---@field WeaponCategory WeaponCategory
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7 changes: 4 additions & 3 deletions projectiles/CAAAutocannon03/CAAAutocannon03_proj.bp
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Expand Up @@ -20,10 +20,11 @@ ProjectileBlueprint{
Physics = {
DestroyOnWater = true,
InitialSpeed = 35,
LeadTarget = false,
Lifetime = 1.5,
LeadTarget = true,
Lifetime = 4,
OnLostTargetLifetime = 0.7,
TrackTarget = true,
TurnRate = 25,
TurnRate = 240,
UseGravity = false,
VelocityAlign = true,
},
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Expand Up @@ -21,13 +21,13 @@ ProjectileBlueprint{
},
Interface = { HelpText = 0 },
Physics = {
CollideEntity = true,
CollideSurface = true,
DestroyOnWater = true,
InitialSpeed = 20,
LeadTarget = false,
RotationalVelocity = 0,
StayUpright = true,
InitialSpeed = 120,
LeadTarget = true,
Lifetime = 4,
OnLostTargetLifetime = 0.7,
TrackTarget = true,
TurnRate = 240,
UseGravity = false,
VelocityAlign = true,
},
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8 changes: 4 additions & 4 deletions units/XSS0303/XSS0303_unit.bp
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Expand Up @@ -271,7 +271,7 @@ UnitBlueprint{
MaxRadius = 100,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 2,
MuzzleVelocity = 90,
MuzzleVelocity = 100,
ProjectileId = "/projectiles/SAALosaareAutoCannon03/SAALosaareAutoCannon03_proj.bp",
ProjectileLifetimeUsesMultiplier = 1.25,
RackBones = {
Expand Down Expand Up @@ -306,7 +306,7 @@ UnitBlueprint{
TurretBonePitch = "Right_Turret_Barrel",
TurretBoneYaw = "Right_Turret",
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitch = 25,
TurretPitchRange = 80,
TurretPitchSpeed = 180,
TurretYaw = 0,
Expand All @@ -331,7 +331,7 @@ UnitBlueprint{
MaxRadius = 100,
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 2,
MuzzleVelocity = 90,
MuzzleVelocity = 100,
PrefersPrimaryWeaponTarget = true,
ProjectileId = "/projectiles/SAALosaareAutoCannon03/SAALosaareAutoCannon03_proj.bp",
ProjectileLifetimeUsesMultiplier = 1.25,
Expand Down Expand Up @@ -366,7 +366,7 @@ UnitBlueprint{
TurretBonePitch = "Left_Turret_Barrel",
TurretBoneYaw = "Left_Turret",
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitch = 25,
TurretPitchRange = 80,
TurretPitchSpeed = 180,
TurretYaw = 0,
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4 changes: 2 additions & 2 deletions units/XSS0304/XSS0304_unit.bp
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Expand Up @@ -393,7 +393,7 @@ UnitBlueprint{
MuzzleSalvoDelay = 0,
MuzzleSalvoSize = 2,
MuzzleVelocity = 90,
ProjectileId = "/projectiles/SAALosaareAutoCannon03/SAALosaareAutoCannon03_proj.bp",
ProjectileId = "/projectiles/SAALosaareAutoCannon01/SAALosaareAutoCannon01_proj.bp",
ProjectileLifetimeUsesMultiplier = 1.25,
RackBones = {
{
Expand Down Expand Up @@ -426,7 +426,7 @@ UnitBlueprint{
TurretBonePitch = "Front_Turret_Barrel01",
TurretBoneYaw = "Front_Turret",
TurretDualManipulators = false,
TurretPitch = 0,
TurretPitch = 25,
TurretPitchRange = 85,
TurretPitchSpeed = 180,
TurretYaw = 0,
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