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AirRangeBonus: Difference between revisions

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== Notes ==
== Notes ==
When unit gets ordered to attack an airborne target, it will strive to move into the {{f|Range|link}} value, and stay there while attacking. Since adding {{f|AirRangeBonus}} increases the actual weapon's firing range, but doesn't affect this behavior, in some situations it helps slow moving AA units when attacking targets that will try to escape (especially if they have {{f|OpportunityFire|no|link}}).
When a unit gets ordered to attack an airborne target, it will strive to move into the {{f|Range|link}} value of the AA weapon, and stay there while attacking. Adding {{f|AirRangeBonus}} doesn't affect this behavior, but as it increases the weapon's effective firing range, it actually makes slow moving AA units more effective against targets that are able to escape from them (especially if they have {{f|OpportunityFire|yes|link}}), since they will automatically move in to cover a larger area.

Revision as of 01:02, 13 July 2014

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Flag: AirRangeBonus
File(s): rules(md).ini
Values: Floating point values: Any decimal number (clearer range should be added in Template:Values). (Limited to: range in cells)
Default: 0.0
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes



This flag defines the additional range added to all of TechnoType's weapons when it is targeting objects in air. In order to do this, the weapon's projectile must have AA=yes set.

Notes

When a unit gets ordered to attack an airborne target, it will strive to move into the Range value of the AA weapon, and stay there while attacking. Adding AirRangeBonus doesn't affect this behavior, but as it increases the weapon's effective firing range, it actually makes slow moving AA units more effective against targets that are able to escape from them (especially if they have OpportunityFire=yes), since they will automatically move in to cover a larger area.