Chronoshiftable naval transports
Chronoshiftable naval transports
I recently noticed that naval transports are not chronoshiftable.
(By wasting a chronoshift... as you can select them, but it has no effect.)
It doesn't make sense to me that naval transports aren't chronoshiftable as other naval units are.
Thus I filed a pull request to fix this: OpenRA/OpenRA#11869
This PR will also make tanks inside the transport survive the chronoshift. Infantry does not as usual.
(Infantry inside APCs/Rangers inside a naval transport will die as well.)
What is your opinion, Commanders?
(By wasting a chronoshift... as you can select them, but it has no effect.)
It doesn't make sense to me that naval transports aren't chronoshiftable as other naval units are.
Thus I filed a pull request to fix this: OpenRA/OpenRA#11869
This PR will also make tanks inside the transport survive the chronoshift. Infantry does not as usual.
(Infantry inside APCs/Rangers inside a naval transport will die as well.)
What is your opinion, Commanders?
- MustaphaTR
- Posts: 203
- Joined: Mon Aug 04, 2014 6:38 am
- Location: Kastamonu, Turkey
They don't have to, as i said on IRC. They should be effected by timer, back to base and possibly land on water and sink. I know current status on PR isn't this tho.Sleipnir wrote: ↑and then have them remain after the timer runs out and the transport returns.
- MustaphaTR
- Posts: 203
- Joined: Mon Aug 04, 2014 6:38 am
- Location: Kastamonu, Turkey
This is similiar to the already existing "exploitable situation" where you teleport a MCV and then deploy it (and the Construction Yard doesn't get teleported back).Sleipnir wrote: ↑This creates an exploitable situation where you can teleport a load of tanks into an enemy base, unload them, and then have them remain after the timer runs out and the transport returns.
Of course having one "exploit" is not an excuse for adding another one, though.
MCVs can already exploit the chronoshift but i guess that's considered a featureSleipnir wrote: ↑This creates an exploitable situation where you can teleport a load of tanks into an enemy base, unload them, and then have them remain after the timer runs out and the transport returns.
That is another issue: OpenRA/OpenRA#11037lucassss wrote: ↑it reminds me of something that I noticed, demo trucks don't explode when killed as part of a transport's death.
why would anyone want to crono a transport with tanks in it (instead of the tanks itself) ... when the tanks would land in the water if i unload the transporter ? ...MustaphaTR wrote: ↑They should sink at where transport cronoed to. Only transport should turn back. Leaves new unit at where chronoed transport was.
Edit: If such thing happens with a land transort, then passengers should just unload and transport should back.
Last edited by JOo on Wed Aug 31, 2016 8:15 pm, edited 1 time in total.
- MustaphaTR
- Posts: 203
- Joined: Mon Aug 04, 2014 6:38 am
- Location: Kastamonu, Turkey