what is aim time and should it be in dawn of war 3? i'm making a balance mod for the game but i don't know why so many units have different fire aim times and ready aim times because if all it does is make units less responsive than i dont think it should be in the game.
Comments
Gorb
Moved to Mods.
Sorry, I don't know what this is personally. It might have consequences on the windup animation for firing weapons; it might not just be a response delay on firing.
Ololo111
If I remember that right, one occurs before the shot was made, and the second one after. One is the simple delay, but there is something tricky with the other one.
Anyway, fire-aims are triggered upon the reload, you can see it very well on HMG's in CoH2.
As to why - because it's CoH engine. I'm pretty sure DoW2 had those as well, because intial delay on ATG's on release version in CoH was considerable.
Though, most of the units in DoW3 aren't triggering reload sequence at all (like beamy one), or have entity-based homing (like bustas).
There was an official wiki of Essential Engine - I owuld recommend to consult it first. Then, you can start to get disappointed in DoW3 tools, because they are commonly trigger exception after wrapping up the mod
milkman67
than why have them in dow3 if no unit reloads it's just cooldown times? if they were removed would it make units have less of a delay or would it do nothing because there's no reload times in dow3?
Ololo111
Because it's the engine capacity that could have been used later on factions that never come out. CoH2 use it pretty well on MG42's because their AP rounds ability triggers reload and place the gun in the center of it's arc, so it has to be rotated after it after ready-aim delay. That allows you to leave it's field by going by the edge of the arc, if they aren't already supressed. Stug IV and Rangers in CoH1 had some really regime-dependant micro thanks to that as well.
By the way, WraithGuards do have reload, so if you are ramming them with Drednought, you can intially use speed buff provided by the charge to trigger melee on multiple squads, then scatter them with Bash which would rotate them on landing, so you will have their rotating speed and ready-aim to your advantage (3 WG's still kill a single Dreadnought at any circumstances, though).
Again, I can't see any use of it for LD's squad, but, maybe, with some doctrine added, it would make a sense, just like those booby trap doctrine in CoH1:OF exploited rotation speed to make that time-conservation gimmick.
milkman67
ok that makes sense. i thought it was a delay you have to wait before the unit shoots or melee at any given time.
Dullahan
The tools are ab it better after the patch last year to fix the mods not building. You can make some stuff like abilities and ebps/sbps now. Slot items still crash the game and you can't add Shields (you can clone existing ones atleast though.)
Still feels like one hand tied behind your back at all times though.