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Red Alert 2 | Yuri's Revenge This forum is intended for general discussion concerning Red Alert 2 and it's expansion pack Yuri's Revenge.

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Unread 11-19-2009, 12:50 PM   #41
Statalyzer
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When a real multi-cell warhead hits, it damages everything inside that cell and should it be a building, the building takes additional damage because the spread is moving outward.
Found this out when a friend and I were using terrorist-IFVs. Whether or not you kill a War Factory with a single one of them depends on whether you aim at the middle of the long side or at a corner cell.

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In any case, the warhead damage logic and Sonic weapon logic are not broken, and work exactly as intended.
I don't know if they intentionally said "Let's make the dolphin able to damage Naval Yards super-fast by force-firing on the opposite side of the building" or not. I think they did not, and added the Sonic weapon logic so that dolphins could fire across peninsulas or low bridges and damage land units.

But either way, the dolphin inst-kill should have been altered because it throws off naval balance.

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Unread 11-19-2009, 01:55 PM   #42
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But either way, the dolphin inst-kill should have been altered because it throws off naval balance.
There are so many should-haves, but EA just did not bothered. Xwis can't bring out patches, b/c either EA does not allow or xwis does not have the resources and EA does not want to give those resources.
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Unread 11-19-2009, 04:59 PM   #43
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Quote:
Originally Posted by truefeel View Post
Hmm, that would solve alting altogether. Would it have any relevant negative effect when you remove those cell spreads?
Noticeably, yes, there would. A lot of vehicle weapons have some sort of cell spread on them, most <1 cell, but you would see a drop in damage on every vehicle, rendering them weaker than usual. Probably not a good thing. But the spread isn't enough to warrant removal really.

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I don't believe the effects of it in the form of alting was intended. I mean I'm hell sure of it that nobody normally wants to destroy their own war factory.
That's the thing. Even if you removed the cell spread, the structure would still take damage because that vehicle occupies a cell occupied by a structure. The cell spread is irrelevant at this point.

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Originally Posted by Statalyzer View Post
I don't know if they intentionally said "Let's make the dolphin able to damage Naval Yards super-fast by force-firing on the opposite side of the building" or not. I think they did not, and added the Sonic weapon logic so that dolphins could fire across peninsulas or low bridges and damage land units.
Bear in mind that this logic was put into place in Tiberian Sun and is not new to Red Alert 2. The graphical drawing changed but the way damage is handled did not change and the reason why it damages the way it does is the continuity of the beam since Disruptors in Tiberian Sun damaged everything in their path, often multiple times per.

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There are so many should-haves, but EA just did not bothered. Xwis can't bring out patches, b/c either EA does not allow or xwis does not have the resources and EA does not want to give those resources.
Again, I must reiterate that this has nothing do with EA and everything to do with Westwood and the game's damage calculation functions. No INI modification will ever 'fix' Sonic weapons or anything with warheads. There's nothing to fix since it works as intended.

Warning - unpleasant spoiler below.

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Unread 11-19-2009, 07:12 PM   #44
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Originally Posted by Fenring View Post
Noticeably, yes, there would. A lot of vehicle weapons have some sort of cell spread on them, most <1 cell, but you would see a drop in damage on every vehicle, rendering them weaker than usual. Probably not a good thing. But the spread isn't enough to warrant removal really.
Actually dropping cellspread would not alter damage vs vehicles one single bit. the vehicle itself, game-logic-wise, occupies the center lepton of the cell, and that center lepton only. The vehicle does not occupy the outer leptons of the cell like a building does (it occupies the entire cell). Thus, wherever on the cell the warhead hits, it takes the damage value of that warhead only once, and it will take the PercentAtMax (or whatever the exact flag is, i forgot) value for the cellspread radius for whatever damage it calculated at the exact center of the cell the vehicle occupies. if it's on the move, then the center is wherever the center of the voxel is.

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That's the thing. Even if you removed the cell spread, the structure would still take damage because that vehicle occupies a cell occupied by a structure. The cell spread is irrelevant at this point.
yes, that's true. i perhaps worded my sentance wrong and misleaded you/truefeel in to believing thats what i meant, but yes, the cellspread logic has not much bearing here.

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Bear in mind that this logic was put into place in Tiberian Sun and is not new to Red Alert 2. The graphical drawing changed but the way damage is handled did not change and the reason why it damages the way it does is the continuity of the beam since Disruptors in Tiberian Sun damaged everything in their path, often multiple times per.
the logic is actually somewhat different. the concept is similar, but the reason the dolphin's weapon is so powerful is because the actual speed of the warhead depends on the distance it must travel (technically this is similar to the TS disrutpror beam as well, but bear with me). Unlike the TS disruptor beam, which was a steady, constant beam, the dolphin's was something of a projectile. This 'projectile' damages everything it is touching at certain intervals (it damages something like every 1-2 frames). the disruptor did this similarly, but the prime difference was that if a dolphin is standing closer to an object, its projectile moves slower, meaning the beam is on the object for more time, and this can lead to drastically increased damage compared to if it fired at long range. The TS disruptor beam touched everything in its path equally, and applied damage equally to all of those things no matter how close or far it was away.

And not to say that the TS sonic logic couldn't have been improved. If they made it only damage each building it touched once, and made it still able to damage units, you would get a very similar effect, but it would be MUCH easier to balance in the long run. That would mean it did a set amount of damage, instead of a damage amount that was basically case-specific. Same thing here with the dolphin sonic logic.

Like I said earlier, my image of the perfect sonic logic is that of RA3's dolphin and CNC3's sonic emitter.

Quote:
Again, I must reiterate that this has nothing do with EA and everything to do with Westwood and the game's damage calculation functions. No INI modification will ever 'fix' Sonic weapons or anything with warheads. There's nothing to fix since it works as intended.
it works "as intended," but they could have improved the logic to serve the same purpose and be yet better balanced.

Sorry my former use of the word "fix" was misleading, but yes, it was never broken, it just needs improvement.

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Quote:
Originally Posted by Statalyzer
"I want to be a father because you can have the crappiest day imaginable, feel totally worthless, and then you come home to someone who thinks you can lift 5,000 pounds, beat up a hundred men at once, sprint all the way around the world in mere seconds, and shoot lightening bolts out your arse."

Last edited by apple23; 11-24-2009 at 07:52 PM..
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Unread 11-21-2009, 09:56 AM   #45
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Bear in mind that this logic was put into place in Tiberian Sun and is not new to Red Alert 2. The graphical drawing changed but the way damage is handled did not change and the reason why it damages the way it does is the continuity of the beam since Disruptors in Tiberian Sun damaged everything in their path, often multiple times per.
Oh yeh, I can remember that. A disrupter could "one shot kill"" a construction yard if you place the disrupter at one corner of the CY and targetted the vertical/horizontal cell next to the opposite corner of the CY. I think the same thing occured with the rail gun.
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Unread 11-22-2009, 12:02 AM   #46
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well, i wouldnt doubt it since the railgun uses a very similar logic, but that's something that is beyond me... I almost never play/test TS logic, only RA2 stuff for me =)

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**Fighting Scene**
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Quote:
Originally Posted by Statalyzer
"I want to be a father because you can have the crappiest day imaginable, feel totally worthless, and then you come home to someone who thinks you can lift 5,000 pounds, beat up a hundred men at once, sprint all the way around the world in mere seconds, and shoot lightening bolts out your arse."
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Unread 11-22-2009, 12:07 PM   #47
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Railguns don't one-shot buildings in the same manner. They use an entirely different logic set to calculate damage, which is based entirely on the AmbientDamage, whereas Sonic weapons use both Damage and AmbientDamage to calculate damage.

Apple, you may be wrong about how each game handles the Sonic weapons since Tiberian Sun uses a different projectile. Whether or not it has the same effect is up for debate, but in any case, very little changed between games with Sonic weapons and how they damage.

http://modenc.renegadeprojects.com/IsSonic
For reference since it does detail how the projectile effects the weapon.

Warning - unpleasant spoiler below.

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Unread 11-22-2009, 02:58 PM   #48
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the difference between using a continuous wave and a projectile wave is obvious if you actually go out there and test them side by side (with help of NPATCH). When closer to an object, the dolphin sonic logic can do as much as 2 to 3 times its normal damage, and this is to an object that occupies only 1 cell. the TS sonic logic does not have this characteristic.

that modenc page details nothing at all about the logic and the mechanic itself, just what the IsSonic= flag makes a weapon look like.

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"Still Pissed?"
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**Fighting Scene**
"Yup, she's pissed..."
**BOOM**
"Real pissed!"

Captain Obvious says: If you're not going to run your brain, then you shouldn't run your mouth.

Quote:
Originally Posted by Statalyzer
"I want to be a father because you can have the crappiest day imaginable, feel totally worthless, and then you come home to someone who thinks you can lift 5,000 pounds, beat up a hundred men at once, sprint all the way around the world in mere seconds, and shoot lightening bolts out your arse."

Last edited by apple23; 11-22-2009 at 03:27 PM..
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Unread 11-23-2009, 08:20 AM   #49
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The NPatch does not recreate the Disruptor effect. It's actually new logic that mimics the old logic so your argument is a bit specious.

However, if you read the note on the IsSonic page, you'll notice it details weapon impact and when it will damage.

Warning - unpleasant spoiler below.

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Unread 11-23-2009, 12:57 PM   #50
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Quote:
Originally Posted by ModEnc
If set, the game will draw a colored wave along the projectile path (It is used for the Disruptor in TS and the Dolphin in RA2). In TS, the wave is continuous, in RA2, it is not. In YR, IsMagBeam=yes provides a similar effect, but it is drawn in the reverse direction (from the target towards the firing unit) when attacking VehicleTypes.

Well, this says nothing about damage...

Quote:
Originally Posted by ModEnc
Note: if the projectile is invisible, then the warhead will detonate when the wave hits the target. If it is visible, this wave will be only a graphic effect, and the warhead will detonate when the visible projectile hits. However, AI units will "sense" the wave and try to scatter before the projectile hits.
And this only tells us when the warhead 'detonates'; and even that is not a completely accurate word, as 'detonate' suggests that the warhead will impact and not travel any further, as it has exploded (a near-synonym of detonate, in this context). It says nothing about how it applies its AmbientDamage= and Damage= value (BTW, I looked at this, and it appears that the TS sonic logic applies a Damage= value AND a AmbientDamage= value (i found this out when i increased the Disruptor's damage, it will actually damage the building before the beam hits, and then apply extra damage at ROF intervals) but the dolphin sonic logic seems to ignore that and just applies AmbientDamage= for every frame (or something like that) that the wave is touching an object (or objects))
And yeah, saying NP helped my test was unnecessary, singe my argument did not require and direct comparison between dolphin and disruptor, just between dolphin at long range vs dolphin at close range and disruptor at long range vs disruptor at close range.

Anyways, if you still don't believe that a dolphin sonic wave does more damage when it is close to a target and you are unwilling to test it, I will make you a gddamn video showing you exactly what goes on; invariable proof that it happens just as I say it does.


(BTW, tested it ingame in TS, and yielded the same results; the range at which the beam is being fired does not affect damage, as it does with the dolphin)

"Miss me?"
"Not at this range."
"Still Pissed?"
"No, but I do have to kill you..."
**Fighting Scene**
"Yup, she's pissed..."
**BOOM**
"Real pissed!"

Captain Obvious says: If you're not going to run your brain, then you shouldn't run your mouth.

Quote:
Originally Posted by Statalyzer
"I want to be a father because you can have the crappiest day imaginable, feel totally worthless, and then you come home to someone who thinks you can lift 5,000 pounds, beat up a hundred men at once, sprint all the way around the world in mere seconds, and shoot lightening bolts out your arse."
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