Lesser known game mechanics

Lesser known game mechanics

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Ares
Posts: 305
Joined: 19 Mar 2011, 13:43

Lesser known game mechanics

Post by Ares » 22 Mar 2019, 10:53

Seeing how they are mostly passed down by word of mouth here's a few mechanics new players might not know. Feel free to correct me or add more to the list.
  • Laser and beam weapons do 50% damage at max range and 100% at point blank, so always move beam units as close as possible to your target, and when attacking a beam unit keep maximum possible distance.
  • When damage is dealt to a unit from different angles a bonus damage multiplier is done depending on how surrounded it is, the maximum modifier is 150% damage, for dealing attacks from 180 degrees on a single target. For this reason always aim to place pyros on opposite sides of a com when assassinating it. It is also useful to constantly hit an armored target like a sumo or jugg with a flea from the opposite side, while attacking or right before a liche attack - allowing you take it down up to 50% faster.
  • Drag a line with attack command to split fire evenly along the line, useful for nukes , tacs, emps or bombers
  • Hold space while dragging a build order to split all selected cons between the requested builds, useful for spamming nanogrids or turrets
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Silentwings
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Joined: 25 Oct 2008, 00:23

Re: Lesser known game mechanics

Post by Silentwings » 22 Mar 2019, 12:55

Laser and beam weapons do 50% damage at max range and 100% at point blank,
This isn't right, see the edgeeffectiveness tag on https://springrts.com/wiki/Gamedev:WeaponDefs.

(Not sure about the exact numbers for the angle multipliers, but afaik the rest are correct.)
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PtaQ
Posts: 154
Joined: 15 Sep 2009, 10:40

Re: Lesser known game mechanics

Post by PtaQ » 24 Mar 2019, 23:37

A bunch of other obscure facts:
  • use Fight (F) with rezzers following your army to execute repairing and reclaiming along their way. Use ALT+F to make them repair and resurrect instead, super useful for ez thud pushing
  • build cloakable metal extractors in bottleneck parts of the map or possible hostile army paths (got to disable mex snap widget to do that). Surprise your oponent with an EMP mine where he lest expects it :)
  • Use areasettarget with your units to quickly make a queue of mutual targets. This way your units, when possible, will focus on the same unit. It won't boost your overall DPS dealt but it will reduce the total number of enemy units fasterv. With every unit lost, your enemy loses their total DPS. Very useful for laser weapons and most defences. The reason for using set target instead of attack is to be able to keep your formation.
  • On low gravity maps plasma weapons get a big range boost when shooting from a high ground.
  • bind settarget to some key. The default one (settargetnoground) will not make you able to target units that are out of los/radar
  • Some of the units that SelfD like crazy (dealing way more AoE dmg): crawling bombs, banthas, krogs, pyros, tac nukes, Labs
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sprunk
Posts: 83
Joined: 29 Jun 2015, 07:36

Re: Lesser known game mechanics

Post by sprunk » 25 Mar 2019, 17:06

Silentwings wrote:
22 Mar 2019, 12:55
Laser and beam weapons do 50% damage at max range and 100% at point blank,
This isn't right, see the edgeeffectiveness tag on https://springrts.com/wiki/Gamedev:WeaponDefs.

(Not sure about the exact numbers for the angle multipliers, but afaik the rest are correct.)
I think it's not about `edgeEffectiveness` but `minIntensity`.
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Lesser known game mechanics

Post by PicassoCT » 25 Mar 2019, 17:35

Dont forget the meta-game.
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[Fx]Doo
Posts: 66
Joined: 30 Aug 2013, 16:39

Re: Lesser known game mechanics

Post by [Fx]Doo » 27 Mar 2019, 19:04

When damage is dealt to a unit from different angles a bonus damage multiplier is done depending on how surrounded it is, the maximum modifier is 150% damage, for dealing attacks from 180 degrees on a single target. For this reason always aim to place pyros on opposite sides of a com when assassinating it. It is also useful to constantly hit an armored target like a sumo or jugg with a flea from the opposite side, while attacking or right before a liche attack - allowing you take it down up to 50% faster.
What is this referring to ?
I have never heard of nor seen such bonus being applied before, nor can reproduce in neither of the BA versions. :/
Edit:
Nevermind, i always had thought that flanking bonuses were default disabled. It's indeed happening after more tests. :D
Thank you !
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