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The damage difference between a hit on a 1x1 vs 2x2 building
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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Fri Jul 26, 2013 2:24 am    Post subject:  The damage difference between a hit on a 1x1 vs 2x2 building Reply with quote  Mark this post and the followings unread

because I guess warheads have spreads or something, I want to make it so when my vehicles fire on a structure, I want them to do the same amount of damage wether the building is 1x1cells or 2x2

because what happens is for some reason when a 2x2cells or more gets fired on the damage is much greater, atleast 2x it seems

Is this fixed by the cellspread on the warhead? or how is this managed?

Thanks guys!! =)

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Jul 26, 2013 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

1by1 will take damage quicker then 2by2....if 1by1 has health of 40 and 2by2 has health of 90 and weapon has damage of 40 1by1 will be detrsoyed 1 hit

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Kamuix
Rocket Infantry


Joined: 02 Nov 2012
Location: Canada

PostPosted: Fri Jul 26, 2013 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

2x2 or more will take more damage

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Fri Jul 26, 2013 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread


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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Jul 26, 2013 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

This is really old issue and the very reason buildings die insanely fast to the point of ridiculous and ironicly most people don't seem to realise this.

Problem is, cellspread is literally cellspread and in case of buildings, they occupy typically more than 1 cell and thus get hit by damage from the amount of cells it occupys instead of single cell worth thus 1x1 still work fine but 2x2 is already more than doubled damage and worse it gets.

Addressing this issue requires a total warhead overhaul regards building armor types as else this issue is not presently addressed by any patch other than GZ.

Ideally buildings armoring would have one for 1x1, then other armor for 2x2 and then 3x3 armor, 4x4 armor to keep this consistently going properly. Essentially reduce down the foundation damage bonus back down.

Warhead should act like

1x1 armor= 100%
2x2 armor= 25%
3x3 armor= 11%
4x4 armor= 6%

but thats just rough example demanding adjustment, adapting steel to 1x1 armor is fair call, wood to 3x3 and concrete to 4x4 handling.

Edit: Corrected the values.

Last edited by ApolloTD on Fri Jul 26, 2013 2:36 pm; edited 2 times in total

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Jul 26, 2013 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

This is actually the reason for the tag PercentAtMax, and that way Cellspread should be for example 1.65 to spread by 2 cells in which it would only deal 33-37% (it's kinda rough by where the actual spread occurs) damage if PercentAtMax=0.33 to a 2x2 building on all other squares. Thus equalizing the damage.

Because a cellspread of 2 against a 2x2 building with 50% less damage, still does 200% damage.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Jul 26, 2013 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

It does not equalize direct weapon hits and the direct damage radius increases by amount of cellspread so building would still die from the overboard count from cellspread, only fixes the outer edge blast damage.
Say Nuke is dropped... direct target building is toast regardless of percentatmax which only spares in outer radius so if you want that con yard saved, its up to the verses still as percentatmax can't fix it entirely.

2x2 is normally 175% damage actually...damn :/

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Jul 26, 2013 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well then that logic obviously needs repair, along with the apparent mis-coded cellspread, just look at 11.

But I digress, there's no real fix to it aside from not using cellspread against buildings. Because using armor that takes 50% damage against a building in a 1x2 would make it take 100% damage, but using that same weapon against a 2x2 would again, do 200% (175%?).

Why don't we just agree to make every building a 1x1? That fixes that.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 26, 2013 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Armor types for every foundation size aren't working, as there are still many units without cellspread, which are then extremely weakened the bigger the building.

Only way i see it: 2 weapons
cellspread weapon with 0% damage against building armors
secondary weapon against buildings only and without cellspread.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Jul 26, 2013 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can we airburst a cellspread warhead? If so, that warhead can do 0% to buildings, and the firer can still damage the building with no extra damage.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Jul 26, 2013 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes but airburst will always then move the primary damage above the target then instead on it directly. Admittedly if use a not guided projectile then yes as airburst is triggered in target/land impact instead...
Just leaves potential problem of missing entirely the target with so called primary damage if not guided projectile, direct shot triggering airburst haven't tested.

anyhow my verses count only accounts for damage= 50+ values, any lower than that vs say 4x4, then 6% is not doable and it requires another kind of math calculation to keep the damage defined value being made instead of actually decreased from intended value.

Idea of course get the defined damage value also made as is to the building Smile

LKO's thought is most obvious bypass but not always have this luxury.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Fri Jul 26, 2013 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use Ares' custom ArmorTypes for this, and it works beautifully. All you need to do is make separate ArmorTypes for each of the different foundations, based on whichever armor type the building originally had (that way you're not changing the way non cell-spread units damage the building).

(Insert more shameless Ares plugging here)

But if Ares is not an option for some reason or another, than LKO's idea is probably your best shot, but as Apollo said you don't always have the luxury of an available secondary weapon slot on the unit in question.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Jul 27, 2013 6:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's a thought or two.

Tho it breaks animlist based weapons. Since warheads always state animations from animlist on warhead to center cell. Just make a Custom Warhead for All animlist based animations. These animation warheads will damage buildings but not have a cellspread. And the warhead will have various armor type fixes for each kind of armor. Thus unit will have versus set to 2% and then do 1 or less damage and the animation warhead will deal the damage to the building instead.

You could also Increase Life of all buildings based on Structure size. Then for inf, units, etc you could make their regular lower none spreading warheads deal more damage to their armortypes. This way spread warheads can still hit more cells but do less overall damage. Ussng this method if all your tanks spreads etc were similar enough, you would only need modify the lower end warheads of the none-spread units you have in your mod.

I think like other animation based weapons it has it's defects though, like scoring. And some weapons are considered good like Nuke because of it's ability to hit multiple targets. I will Use Ctrl-Click between buildings with Kirovs for instance or as I'm driving them thru my enemies base so they drop on the go.

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