Weapond damage delay
Can somebody tell me why do weapons have a delay to theri damage?
If I take a Kortul for example,its weapons wont imediately kill a say 20 hp scout?
Can this be changed or does anymod for this fix exist?
Thank you.
Can somebody tell me why do weapons have a delay to theri damage?
If I take a Kortul for example,its weapons wont imediately kill a say 20 hp scout?
Can this be changed or does anymod for this fix exist?
Thank you.
Oh, a Kortul would most certainly "immediately" kill a 20-HP scout.
What that particular line in a weapon's entity block describes is how weapons apply damage, in relation to the effects. For example, beam and pulse-beam weapons apply "OVERTIME", whilst projectile-type and missile weapons apply "BACKLOADED".
The first is fairly obvious, whilst the second means that damage will be applied once all weapon effects have impacted the target; in the event that weapons effects don't impact the target, damage is still applied, as the engine has already determined whether or not a ship is damaged or destroyed the instant a weapon is fired at it.
It simply waits to show the effects.
So I guess its an engine limitation.
I guess this is kind of unique and obscure at the same time.I have never played an RTS on which weapons had a delayed effect.
Its only cosmetic, if your weapons kill a ship, that ship won't fire/use abilities etc., and yous ships will stop firing at it before it explodes.
i'm glad somebody else takes note of this, i find it kind of annoying
I don't think it's that much of a nuisance, personally.
I think it's just how the engine was coded, having damage levels refresh at a tiny delay. The only real instance in which it affects gameplay is probably how the Microphasing Aura ability works.
You can move a ship away and trigger a repair before the damage is applied and it will very possibly survive. I.e. ships stop firing at the target, marking it as 'dead', but it repairs hullpoints first and ends up alive with the ships targeting something else.
It's probably coded like this due to how many ships can be firing their weapons and being hit at any one time. Real time damage and projectiles are simply too much to compute when there's 200+ ships on each side firing projectiles to keep track of. Instead of having the engine track all the projectiles and calculate damage based on when it impacted a target, it already knows exactly how much damage a ship will receive as soon as the weapons are fired.
That may explain some of the oddities I have seen in my development of the caps. Often they will be about 10 to 50 hp left then the AI will shift targets and the caps survive. I often have them sitting in a field of repairs and that may explain that idiosyncrasy.
i understand that it was done for performance reasons, but i find that it makes combat less interesting and slower
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