Absolute Annihilation 2.11 - Page 163

Absolute Annihilation 2.11

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KDR_11k
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Post by KDR_11k »

Maybe vehicles have a steeper badslope than kbots?
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Forboding Angel
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Post by Forboding Angel »

EXit_W0und wrote:Well then i'd like to see more maps that use slopes of that steepness.
Maybe you jsut don't look very hard...
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

what determines the speed some unit climbs a slope?

I don't think maxslope has anything to do with that, maxslope only defines if a unit CAN get on the slope or not.
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EXit_W0und
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Post by EXit_W0und »

I don't think there is a tag to determine the speed of a unit or its grip on a slope.
I'll post the idea of adding a slope grip tag in the dev forum, its a simple thing to change hopefully and it may well make balancing the slopes alot easier for you modders and mappers. :)
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FireCrack
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Post by FireCrack »

I'm preety sure unit speed just interpolates up to max-slope...
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NOiZE
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Post by NOiZE »

no i think the current slope and the maxvelocity are taken into account, and as vehicles are faster they get less slowdown from the current slope.
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EXit_W0und
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Post by EXit_W0und »

Aye, the slope speed is calculated here:

float CGroundMoveMath::SpeedMod(const MoveData& moveData, float height, float slope)
{
//Too slope?
if(slope > moveData.maxSlope)
return 0.0f;


//Too depth?
if(-height > moveData.depth)
return 0.0f;
//Slope-mod
float mod = 1 / (1 + slope * moveData.slopeMod);
//Under-water-mod
if(height < 0) {
mod /= 1 - max(-1.0f, (height * moveData.depthMod));
mod*=waterCost;
}
return mod;
}

slopemod is calculated in MoveInfo.cpp as:

md->slopeMod=4/(md->maxSlope+0.001);
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Caydr
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Post by Caydr »

I've been put on some pretty heavy medication for a while. Probably not going to be able to post here much for a couple of weeks.
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LordMatt
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Post by LordMatt »

See what you all did? You finally drove Caydr insane! :shock:
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Snipawolf
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Post by Snipawolf »

I want some!@
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Snipawolf
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Post by Snipawolf »

Edit: Double postage of DEWM! That sucked
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Forboding Angel
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Post by Forboding Angel »

NOiZE wrote:no i think the current slope and the maxvelocity are taken into account, and as vehicles are faster they get less slowdown from the current slope.
Exactly
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krogothe
AI Developer
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Post by krogothe »

NOiZE wrote:what determines the speed some unit climbs a slope?
At maxslope on land it will move at 20% speed, with more and more speed as the slope decreases. For going downhill it just goes at normal speed and i cba checking how water slows units down
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TradeMark
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Post by TradeMark »

I was thinking popup weapons... they get more HP when you close them.

Then i thought solars, they dont seem to get any more HP if you close them? would be nice if they had.
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KDR_11k
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Post by KDR_11k »

It's a damage muliplier, not a HP boost. Solars do take less damage when closed. Though it won't be much since solars close when they are hit and Spring's delayed explosions do most of the damage in later frames which means even the first shot is mostly blocked by the solar.
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TradeMark
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Post by TradeMark »

Yeah... thats what i mean... should be some delay when it gets the damage multiplier.
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krogothe
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Post by krogothe »

i thought it did?
esteroth12
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Post by esteroth12 »

KDR_11k wrote:It's a damage muliplier, not a HP boost. Solars do take less damage when closed. Though it won't be much since solars close when they are hit and Spring's delayed explosions do most of the damage in later frames which means even the first shot is mostly blocked by the solar.
as of 1.5 or so solars had a 0.5 damage multiplier when closed, 1.0 when open

adv solars had a lot more hp and a permanent 0.9 damage mult
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LordMatt
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Post by LordMatt »

Min3mat wrote: and Caydr we need a release within 24 hrs
GATOR IMBA
it is starting to make spring unplayable even for me now, release at the least a quick gator fix or just everything you've done so far.
PLEASE
pretty pretty pretty please

Owh and if a lot of ppl would just say 'yes' or something to make this issue brought to his attention faster that would be great
+1 At this point you have to expend far more micro time with kbots just to break even and if you are an arm player, flash really aren't an option yet.
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MR.D
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Post by MR.D »

Flashes get smoked by Gators, yes its true... but it seems mostly with the flash tanks slow reaction time and turret tracking ability than anything else.
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