Impulse critical hits for MASSIVE DAMAGE!

Impulse critical hits for MASSIVE DAMAGE!

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

Moderator: Moderators

Post Reply
User avatar
krogothe
AI Developer
Posts: 1050
Joined: 14 Nov 2005, 17:07

Impulse critical hits for MASSIVE DAMAGE!

Post by krogothe »

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!
User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

i've seen one rocket (in EE) kill about 20 units by bumping tyhem into eachother and blowing them all up.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

Dominos!
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Once a krogoth was hit and it flew off to the side of the map and exploded.....

nother time I was testing a bouncey mine and it blew a samson off into the air and it went offmap and never came back.
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Once (in xta) I hit a goliath with two nukes...it went straight up....and came down with a satisfying explosion :)
HAARP
Posts: 182
Joined: 06 Apr 2006, 07:18

Post by HAARP »

SinbadEV wrote:Dominos!
Image
Last edited by HAARP on 11 Sep 2006, 13:46, edited 1 time in total.
User avatar
CompWiz
Posts: 537
Joined: 16 Apr 2006, 04:20

Post by CompWiz »

once i nuked a enemy base and the com went flaying to my dase and blew up!!!
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Was one of the first things changed in 2.2. Most weapons no longer have impulse or crater, exceptions are the ones that are meant to be devastating... eh... I guess that's basically just nukes actually...
User avatar
Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Post by Acidd_UK »

What about riot tanks and the twin missile tank? Part of their effectiveness comes from their impulse vs swarms...
User avatar
Rafal99
Posts: 162
Joined: 14 Jan 2006, 04:09

Post by Rafal99 »

A quick test in AA:

.cheat
.give 500 corcan
.team 1
.give corgol

We get something like this:
Image

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

Image

Image

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!
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

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.
esteroth12
Posts: 501
Joined: 18 May 2006, 21:19

Post by esteroth12 »

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.
or it could piggy-back off the wind value, so old maps can use it, with the airdensity value an override...
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

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).
User avatar
Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

Yeah... unit bouncing does seem to be a bit off right now. Falling damage is OK, but chain-explosions as a result of impulse are far more common than they ought to be.

The example posted above doesn't happen in 2.2, btw.
Post Reply

Return to “Help & Bugs”