Chaosforge Forum
DoomRL => Bug Reports => Topic started by: LuckyDee on October 25, 2013, 14:11
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There appears to be a FREAKING HUGE advantage with the Revenant's launcher when playing with the mouse instead of the keys. Here's a little experiment:
1) Aiming RevL with the keys gives you an 8 tile range:
(http://i452.photobucket.com/albums/qq246/LuckyDee_pix/1.png)
2) Then with the mouse, say a 32 tile range:
(http://i452.photobucket.com/albums/qq246/LuckyDee_pix/2.png)
3) Does it work? Hell yeah!
(http://i452.photobucket.com/albums/qq246/LuckyDee_pix/3.png)
4) It goes all the way to the other side of the level...
(http://i452.photobucket.com/albums/qq246/LuckyDee_pix/4.png)
5) ... 'cept the missile seems to get distracted en route. It doesn't actually arrive there...
(http://i452.photobucket.com/albums/qq246/LuckyDee_pix/5.png)
...and judging by the last picture, it doesn't actually end up anywhere either; nothing else seems damaged in the missile's path (I tried this in another level as well, where I pressed prtscr instead of F10, had the same results).
Being able to hit something at 32 tiles (and possibly more) with pin-point accuracy is just.... wrong. Additionally, so is missiles going AWOL after being fired. With a weapon like this, a hard-coded max range might be in order, which would of course have to be the same for those who have the advantage of a mouse.
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Don't worry, such a restriction has already been put in place for the next version.
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Ok, cool.
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I have noticed this annoying fact too.
Will it be fixed on the console version too?
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The fix is that the graphics mode will respect the limitations that are applied by the console version. So, in my view, it was only broken in graphics.
Note on image 5: The maximum range for missiles in the code is 30 tiles. Anything further than that just destroys the missile without effect (I think).
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I counted the tiles in images 2&3, 32 exactly and a perfect hit...
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If I only could set DIFFERENT target and aiming squares. https://www.youtube.com/watch?v=iSgC7JEnjRk