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The new explosive/mines damage system
#9
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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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 - 2007-12-04, 21:27:45

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