chronosphere enemy units, bug or not ?
-
- Posts: 20
- Joined: Sun Mar 30, 2014 3:19 pm
chronosphere enemy units, bug or not ?
Last 2 vs. 2 I played, some of our enemies used a very interesting tactic:
build lots of turrets in one place
chronosphere enemy units (our units) to this place (he probably found them with GPS satellite)
Took me a while until I realized what is going on.
One time I managed to put an iron curtain on them when he chroned them.. so his tactic backfired
we lost the match anyways.
but my question now ? is this intentional, or a bug ?
build lots of turrets in one place
chronosphere enemy units (our units) to this place (he probably found them with GPS satellite)
Took me a while until I realized what is going on.
One time I managed to put an iron curtain on them when he chroned them.. so his tactic backfired
we lost the match anyways.
but my question now ? is this intentional, or a bug ?
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Nope, not in RA95. You can shift your units, and any ally units, but that's all.Speedy wrote: ↑You've always been able to use the Chronosphere to teleport enemy units.
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Yep, the Chronosphere in general wasn't a well-thought out feature in the original game. Outside of mission scenarios and very specific uses in MP (e.g surprise Cruiser appearance in a pond or shoving an MCV in the opposite corner for a secret second base) it's not worth much.Speedy wrote: ↑..you are right. I went back and tested it.
Another difference is that you could also only teleport a SINGLE unit, from what I gathered.
Try moving them into a Transport, then move the Transport away at the last second. Ridiculous yet amusing explosions.Speedy wrote: ↑..and, unrelated, vehicles explode when they touch water after teleportation.
- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
It's not worth trying to use the Chronoshift on units that are constantly moving (such as Ore Trucks); in OpenRA you're technically selecting a patch of terrain and affecting any units within (rather than actually selecting units to shift), and the contents of this patch is being updated in real-time.
This Chronosphere/shift behaviour is unique to OpenRA, or at least certainly wasn't present in RA95 (or RA2 from what I remember).
This Chronosphere/shift behaviour is unique to OpenRA, or at least certainly wasn't present in RA95 (or RA2 from what I remember).
BaronOfStuff wrote: ↑It's not worth trying to use the Chronoshift on units that are constantly moving (such as Ore Trucks); in OpenRA you're technically selecting a patch of terrain and affecting any units within (rather than actually selecting units to shift), and the contents of this patch is being updated in real-time.
This Chronosphere/shift behaviour is unique to OpenRA, or at least certainly wasn't present in RA95 (or RA2 from what I remember).
I destroyed someone's ore truck when I recently tried it. It can be done... You just need to predict where the enemy will move to, or move back to.
This could possibly actually be worthy of calling a bug if it works. Makes demo trucks even worse than they already are lol.zinc wrote: ↑Presumably you can chrono an enemy lorry bomb and set it off?
Likewise with using it on enemy harvesters if it kills them; that just seems a little cheap to me at least.