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I find this system a bit odd, since the mines I'm walking into does much less dmg. I think the minimum outerrange damage should be raised, so it doesn't only deal 40-60% dmg when a tank runs near it or on the mine. The damage is greatly reduced than before.
Also the small explosives does about 1100-1300 damage normally when it's explodes nearby a tank, or the enemy has to roll over the explosion point after the exploder dies, which is also unlikely. Also I think the further away from core explosion distance could increase a little.
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Just so you know how the system exactly works:
Your target will get full damage if its in the inner quarter of the range. Then the damage will go steadily down to 25% of the damage at the maximum range.
In case you feel that the Mines or Explosives were nerfed to much, then please comment here about it.
And @TKF: you were the one who said that the Mines were too strong with the Upgrade-Dependancy, right?
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hmm i didnt really test it, but i undestood tkf that tanks trigger mines, when they arent directly on the mine (=> not in the center of the explosion).
if that is the case, it must be fixed in my opinion, since a mine should always do its maximum damage to the tank that triggered it by moving onto it.
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I said it like this.
TKF Wrote:I considered the explosives to be better than mines, but now the mines get better for each team attack level. So the mines are good enough. at level 30, the huge mines does 9119 damage!!!
The point here was the the mines grow in power, while explosives you must buy more of. Mines were too strong with the Upgrade-Dependancy was also a matter here. You might quote another sentence I said, but I don't remember saying else.
But I also felt that the mines were to strong, but with this new system, The mines are triggered to early I think, so it does only about 40-70% damage or so.
Exodus Wrote:Your target will get full damage if its in the inner quarter of the range. Then the damage will go steadily down to 25% of the damage at the maximum range.
I'm not sure if the tank are withing the quarter range when it's triggered. Perhaps increase the minimum tolerance for mines to 40-50% or make it trigger when you're closer to the mines in order to deal full dmg effect on the tank who is driving over the mines.
Make a change about the mines, cuz they seem to do to little dmg when the enemy tank just is in it's activation range. If I don't remember wrong I think the max range of the mines is 400 (or was it 500)
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hes right... i could not kill a tank with 1180 hp with my mines with 1280 damage with one hit
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How are mines triggered?
There's been more than one time, where i've mined and a tinker with iron hull (around 1200hp) walked into them and survived? How can he survive a 1600hp explosion with 1200hp? Surely a tinker isn't that fast - to get out of range after triggering it.
I think what's happening is the mines are being triggered from a distance - a distance outside of the 1600dmg radius.
The mines should only really be triggered when being stepped on or when extremely close to one.
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"on" the mine means a distnace of ~50 perhaps, you will never stand completely on it... the activation range now is 150 or something like that, and i think its ok... we will more likely change the formula so that the damage is constant in the first 200 range and then decreases....
(we could also use Cos() like i do in combat zone^^ you know the Sinus()-graph, from the highest point to the lowest point, that could be the damage curve, its more smooth... but well, other ones work, too)
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Mines trigger within the quarter range or extend the max range effect so the mines does not only 40-70% direct damage. It never does 100% (Except when the teleported directly above the mines). I think the mines should be changed, at least extend max range to trigger range or decrease detection range for explosion.
I tried explosives, they are a bit indirectly nerfed to. But least there is a possibility to do full dmg, but they barely damage structures now (~5-10%). The structures are to fat.
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Well the explosion system is adjusted for the benefit of the mines, but someone is now complaining that the exploder is very imba. I dunno. I get more deaths that kills with exploder, since it's a risky feeder tactic, it's effectiveness only counter good teamwork. When tanks clusters, they share the damage better and increases the chance for survival. But someone the explosives seems very imba, better before the system was added actually.
Now the mines are no longer bugged, but explosion are also better. I wonder if they still do 25% on the edge of radius?
Batto Wrote:Code: |||||his crater|||||| * |||||room for another crater||||| * ||||||my crater||||||
For me it's looks a bit odd for seeing exploder killing tank a bit off the visible explosion. Make the explosion wider so it look more realistic instead making a crater distance between tanks with the small nuke anim.
If I'm not wrong, the mines trigger at the range of about 200 or less, that's 50% of the damage range for the mines. I don't know it's triggering range. I think it's possible to make the damage reduction to begin at 40% radius. Find a perfect number so the mines are still triggered with 100% effect. btw is it not possible to make the mines trigger at closer range?
Before this system; explosion did half dmg when passed 50%, now they do gradually lower over 50%, that means explosions are better before this system was added. But does about 25% on the edge. I would say it's still quite deadly at 66% of the radius
I'm wrong here?
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Sorry, but i am completely lost in your last post tkf. Are you now talking about explosives or mines? And still, dont understand most of it..
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Its just that Mines and Explosives are using the same system of dealing their damage.
So now its like this: Mines and Explosives deal full damage until 50% of their range (Mines full range: 400, Explosives full range: 600), it was just like that before the damage system was changed. But instead of cutting the damage by half even when the range is just 1 point bigger than the half, the damage now gradually decreases. Compared to the old system, Mines and Explosives are stronger near the area of half their range but are weaker at the end of their range (now they get there 25% of the damage instead of the 50%)
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Doesn't the reduction start at 50% radius?
For example explosives have become better now before this system was even added. For example 450 range from explosives explosion radius, it does 62.5% of full damage if I don't misunderstand this system. I meant that the explosives we're imba this way.
Or does the system works another way?
A exploder with much explosives is quite deadly now!
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The damage is calculated that way:
the following formula applies when the current distance of the target is more than 50% of the range:
Code: set FinalDamage = (0.25 * (MaxRange / TargetDistance )) * Damage
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Code: set FinalDamage = (0.5 * (MaxRange / TargetDistance )) * Damage
So lets assume the target distance is the distance from the core. If it's not, I'm wrong
Then it doesn't make sense. It does 50% damage at the edge if I try to follow this formula.
(0.5 * (MaxRange / TargetDistance )) * Damage
At the very edge of effect range; lets say 600 range
(0.5 * (600 / 600 )) * Damage
-
(0.5 * 1) * Damage
-
0.5 * Damage = 0.5 damage
-> 50% damage?!
where's the 25% percentage?
I got this calculated:
1-300 range away from core explosion -> 3600 dmg (100%)
350 range away from core explosion -> 3085 dmg (85,7%)
400 range away from core explosion -> 2700 dmg (75%)
450 range away from core explosion -> 2400 dmg (66,7%)
500 range away from core explosion -> 2160 dmg (60%)
550 range away from core explosion -> 1963 dmg (54,5%)
600 range away from core explosion -> 1800 dmg (50%)
There is 2 options
OPTION 1:
I'm using the formula insanely wrong and you're correct the the 25%. It does 25% on the edge. Code: SRY! My Fault! Don't read option 2! Explain to me what I did wrong.
OR
OPTION 2:
I'm using the formula correctly and you're wrong the the 25%. It does 50% on the edge.
I'm then suggesting this formula:
Code: set FinalDamage = (0.25 * (MaxRange^2 / TargetDistance^2 )) * Damage
At half range it does full damage and begins to reduce. at 450 range of 600 it does 44.44% dmg, at the very edge it does 25%. Huge explosives would do 1400 damage here on the edge.
Or this:
Code: set FinalDamage = (0.125 * (MaxRange^4 / TargetDistance^4 )) * Damage
half range it does full damage and begins to reduce. at 450 range of 600 it does 39.5% dmg, at the very edge it does 12.5%. Huge explosives would do 700 damage here on the edge.
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Whoops, a number was missing. Its actually 0.25 instead of the 0.5 I wrote first.
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What is the formula then? Like this?
Code: set FinalDamage = (0.25 * (MaxRange / TargetDistance )) * Damage
But it starts at 50%!
0.25 * 600 / 300 * 1800
0.25 * 2 * 1800
0.5 * 1800 = 900
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Code: set Damage = (1.75-1.5*(Dist/Rng)) * Dmg
the damage is 100% as long as the distance between the unit and the explosion is smaller than 50% of the range, else it is calculated with the formula above, where
Dmg = full damage
Dist = distance to the explosion
Rng = AOE
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Well, I might add that we changed the formula again, because it wasn't working the it was meant to be after the change with the range from 25% to 50%, before that change the formula was working correctly.
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