Since cycle time is incurred after every single shot, including the last shot in a mag, the actual reload times are equal to reload time + cycle time. This anomaly is usually negligible, but it's very noticeable on nukes since they have a 10s cycle and a 12s reload. That's 22s of total reload time in all. Is this intentional? Have we considered using a 14s cycle time and a 0s reload to provide the same DPS (long term) in a much more useable package?
It wasn't intended but it's not really game breaking. I didn't know that a cycle ran after the mag ended, but to be fair I've been balancing around how it feels ingame anyway, so I never really paid attention to the actual values. I'll flick through the scripts and tidy things up a bit with regard to that, but I doubt I'll change Nukes too much, maybe shave 5 seconds or so off it.
Soo.. since even you dropped whole thermobaric warheads sillyness, will nukes get their proper title back anytime soon?
I wasn't the on who changed it to HIT, someone did that long before I was a developer. I don't really see the point in changing it though.
It was a change in 2.2: http://modsreloaded.com/empires It was also the version that changed the BE Pistol 2 and BEAR to 3 round bust weapons and where you had to research apc spawn points.
That's even older than I thought. I guess that was probably changed before I became a tester, possibly even changed in the test client before I started playing Empires at all. I forgot just how long it's been called HIT.
it was because "reality" and shit - they couldnt be nukes since even the smallest would annihilate an empires map
Same time the heavy pushing got nerfed too I think. They used to be able to flip tanks if done right.