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The new explosive/mines damage system
#4
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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Messages In This Thread
The new explosive/mines damage system - by TKF - 2007-11-08, 00:51:25
Re: The new explosive/mines damage system - by TKF - 2007-11-08, 01:15:38

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