Impulse critical hits for MASSIVE DAMAGE!
Moderator: Moderators
Impulse critical hits for MASSIVE DAMAGE!
Seems that lately it has become quite common to see an impulse weapon score "critical hits". This is where a direct hit, instead of sending a unit a couple of pixels to the side simply puts it into orbit, sending it off the map and taking up to 20 seconds to land, inevitably doing tens of thousands of damage points (when the weapon should do a couple hundred at best!).
Seems to happen on all maps (low gravity suffers from it more often of course) and mods (mostly AA and War Evolution due to the impulse weapons).
Its certainly not intended, please fix it!
Seems to happen on all maps (low gravity suffers from it more often of course) and mods (mostly AA and War Evolution due to the impulse weapons).
Its certainly not intended, please fix it!
- Drone_Fragger
- Posts: 1341
- Joined: 04 Dec 2005, 15:49
A quick test in AA:
.cheat
.give 500 corcan
.team 1
.give corgol
We get something like this:

Now start shooting at the cans with the goliath.
After about 1-4 shots cans will start flying and most of them will explode:


Results after 3 shots:
98 cans left
402 cans destroyed
How is it possible??
Cans simply chain-exploded?
No! It couldn't happen cause Can's HP is 3850, while Goliath's damage per shot is 330. So with 3 shots it shouldn't kill even 1 can while it killed 402 cans!
They are rather chain-colliding. Atfer being hit by impulse, they are getting high velocities causing them to collide with each other, doing massive damage, pushing each other, causing another collisions etc. , finally destroying most of them.
But it shouldn't happen this way! It is definiately a bug and needs to be fixed!
.cheat
.give 500 corcan
.team 1
.give corgol
We get something like this:

Now start shooting at the cans with the goliath.
After about 1-4 shots cans will start flying and most of them will explode:


Results after 3 shots:
98 cans left
402 cans destroyed

How is it possible??
Cans simply chain-exploded?
No! It couldn't happen cause Can's HP is 3850, while Goliath's damage per shot is 330. So with 3 shots it shouldn't kill even 1 can while it killed 402 cans!
They are rather chain-colliding. Atfer being hit by impulse, they are getting high velocities causing them to collide with each other, doing massive damage, pushing each other, causing another collisions etc. , finally destroying most of them.
But it shouldn't happen this way! It is definiately a bug and needs to be fixed!
Its physics! These are emergent properties that were never anticpaited but still own anyway!
Nothing wrong here, in my opinion...
Of course that's assuming there isnt some funky bug where all horizontal velocities increase (IE, there is horizontal acceleration, which is against Newtonian physics because the only force after the initial attack should be the ground).
Me thinks that a solution might be (if everything is in fact alright) for a unit to have StaticFrictionCoefficient and KineticFrictionCoefficient for a little physics realism boost, as well FrictionMaps (like typemaps) for maps, and the rate of slowing would be equal to a composite of the Static/Kinetic Friction coeffecient and the current FrictionMap value over which the unit is, and some constant.
But I'm a bit of a nutter at times, so please ignore me if doing so contributes to overall health, wealth, and/or sanity.
Edit: Oh, DUH, i forgot, in real life, objects traveling horizontally have air resistance to slow them down and act as a counteracting force to horizontal motion. Does an equivalent force exist in Spring? If not, it should be modder-specified in the map if it is ever included :O.

Of course that's assuming there isnt some funky bug where all horizontal velocities increase (IE, there is horizontal acceleration, which is against Newtonian physics because the only force after the initial attack should be the ground).
Me thinks that a solution might be (if everything is in fact alright) for a unit to have StaticFrictionCoefficient and KineticFrictionCoefficient for a little physics realism boost, as well FrictionMaps (like typemaps) for maps, and the rate of slowing would be equal to a composite of the Static/Kinetic Friction coeffecient and the current FrictionMap value over which the unit is, and some constant.
But I'm a bit of a nutter at times, so please ignore me if doing so contributes to overall health, wealth, and/or sanity.
Edit: Oh, DUH, i forgot, in real life, objects traveling horizontally have air resistance to slow them down and act as a counteracting force to horizontal motion. Does an equivalent force exist in Spring? If not, it should be modder-specified in the map if it is ever included :O.
-
- Posts: 501
- Joined: 18 May 2006, 21:19
or it could piggy-back off the wind value, so old maps can use it, with the airdensity value an override...Dragon45 wrote:Edit: Oh, DUH, i forgot, in real life, objects traveling horizontally have air resistance to slow them down and act as a counteracting force to horizontal motion. Does an equivalent force exist in Spring? If not, it should be modder-specified in the map if it is ever included :O.
Hm, I think that'll be gone wih the next version when Caydr removes the impulse and crater from most small arms fire.
EDIT: I don't know if the Goliath has an impulse multiplier but if not I think Spring needs some adjustment there, a shot should never give impulse that can do more damage than the shot itself (provided the unit doesn't fall off a clif).
EDIT: I don't know if the Goliath has an impulse multiplier but if not I think Spring needs some adjustment there, a shot should never give impulse that can do more damage than the shot itself (provided the unit doesn't fall off a clif).