CellSpread and buildings

Bug #895990 reported by Cabal8616
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Wishlist
AlexB

Bug Description

One annoying thing about the YR engine is the handling of CellSpread weapons with a value of 1 or above against buildings with a size larger than 1x1. It basically multiplies the damage for every cell it hits, which can be really unbalanced sometimes. I'd like to see an additional tag for handling such weapons.

Something like:

[Warhead]>SpreadAffectsBuildings=yes/no

Would simply make it so that weapons that have a warhead using CellSpread don't actually affect the building, so the damage isn't multiplied.

I'm aware you can change up the % in Verses against certain buildings, but not every building with a certain armor type has the same foundation size. The best example I can give of this is artillery units with CellSpread doing additional damage against a 2x2 defensive structure (Like the Obelisk or the Grand Cannon), but significantly less damage vs 1x1 defensive structures.

I'd really love to see the tag I suggested be put in, since it'd really help when it comes to balancing.

Revision history for this message
YR M0ddEr (yr-m0dder) wrote :

this I like

Revision history for this message
Blade (nadia-xy) wrote :

I'm inclined in favor, but spread shouldn't just not affect the building, it should affect it as if only one cell was hit (that nearest the blast) rather than all in the blast radius.

Revision history for this message
EVA-251 (eva-251) wrote :

I support this as well. It's a pain in the ass to balance splash damage units owing to this system, and even harder to do DPS/burst damage calculations against building armor types.

This wasn't an issue in RA2/YR because there were a very small number of units that actually caused splash, and most of them were intended to rip apart buildings (Dread, V3, Boomer, Kirov...), but many mods, like my own, have many units that cause area of effect damage but are not necessarily meant to tear apart buildings.

Though I see one issue holding this request back: how will misses be handled?

Revision history for this message
AlliedG (alliedg) wrote :

Although it sounds nice in theory I inclined against because

1. Custom armour types allow even more balancing of armour types e.g. 1x1 defences could use

[ArmorTypes]
basic=steel

and then your wh could just use

[ARTILWH]
Versus.basic=200%

2. A large cellspread weapon I would expect to do more damage on a larger target then a smaller object simply because more munitions hit the target.

AlexB (alexander-b)
Changed in ares:
milestone: none → 0.6
assignee: nobody → AlexB (alexander-b)
status: New → Fix Committed
AlexB (alexander-b)
Changed in ares:
status: Fix Committed → Fix Released
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