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Mistral vs Seawolf

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18 months ago
Mistral is not shooting at Seawolf even though it could. I hereby suggest to fix it before I will fix it with a widget.
+0 / -0

18 months ago
Under what conditions can Mistral damage Seawolf?
+1 / -0
18 months ago
Even if Seawolf is under water, Mistral can damage it simply by shooting at its position.
+1 / -0


18 months ago
quote:
Mistral is not shooting at Seawolf even though it could. I hereby suggest to fix it before I will fix it with a widget.

Why do you want to have the `sub` armor class back in the game
+0 / -0
18 months ago
Automated targeting doesn't change anything about armor classes because you can already shoot at them manually. Either the targeting should be automated or the water penetration of the projectiles removed. Do you mean that the removal of water penetration would bring the sub armor class back and would therefore be bad? In that case, automated targeting would be the preferred solution.
+0 / -0

18 months ago
Isn't it part of some broader issue with non-anti-sub units targeting submerged units? Because the situation is similar with bombers vs. anything in water -- you can hit, but cannot target.
+1 / -0

18 months ago
https://streamable.com/lkl14n

Any AOE weapons can deal damage through water similarly to the way aoe weapons can deal damage through shields.

I'd say this is related to the "target under water amph factory" situation. Design question: should the game auto target these things? Different weapons would like different targeting rules(depth of target), but I don't think that's an easy thing to make the game do.

https://github.com/ZeroK-RTS/Zero-K/pull/4747
+1 / -0
quote:
Automated targeting doesn't change anything about armor classes because you can already shoot at them manually. Either the targeting should be automated or the water penetration of the projectiles removed. Do you mean that the removal of water penetration would bring the sub armor class back and would therefore be bad?

For most of its existence, ZK had an armor class named "sub" that received 5% damage from all non-antisub weapons. This was removed because changing Seawolf preferred depth allowed it to avoid most of the aoe anyway.

Mistral becoming a problem is most easily fixed by reverting this change, second easiest solved by a reduction in Mistral AoE, third easiest by making Seawolf submerge deeper, and is very unlikely to be solved by declaring Mistral to have essentially the old Crusader Depth Charge sidearm, as per the OP.

quote:
in that case, automated targeting would be the preferred solution.

Uhhhh
+0 / -0


18 months ago
I feel like this is one of those "Just leave it alone" situations. I don't imagine many players expect or want mistral to start trying to take out Seawolves, whether or not the technical capability for it to occur is present.
+2 / -0
18 months ago
"Just leaving it alone" includes the possibility that someone might automatize targeting by a widget mind you, or do it manually. I think that Mistral will not become a problem for balance though because it will still be countered by Seawolf.
+0 / -0


18 months ago
  • Step 1: PR the engine for a tag that makes weapons deal no damage to fully submerged units.
  • Step 2: Apply the tag to weapons below some combination of AoE and damage (because nuke should damage subs, and arguably tacnuke should too).
+2 / -0