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How does EMP/Disarm dmg work vs Shields?

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4 years ago
I always thought emp and disarm dmg works the same as normal dmg against shields.


But then is the question why does

Shockley EMP Damage 30003

not go past

Funnelweb Energy Shield Strength (HP) 23000

but instead is blocked and some of the shield remains?
+2 / -0

4 years ago
I think all these spedcial damages deal 1/3 the value of their damage as 'real damage' to the shields. So 30003 EMP damage deals 10001 damage to shields. Funelweb is a special case that it blocks shockly, which nothing else in the game could do before.

a small note on this, aspis/agis shields can be anoying when you are trying to stun something with a widow, a fully charged shield will block a single widow hit(8000EMP/3EMP=2667 real damage), which has happened to me before to an unfortunate loss of toaster life.
+0 / -0
4 years ago
you know now come to think about it emp should really also expand when it strikes it's objective. if direct hit will only hit a small area when in fact it should go like this.



whole wave will immerse the battlefield. not just small A target but a medium size field is more accurate. frankly it's small effect doesn't truly use all it's potential. emp should be better used and can open A new gamma of tactical warfare.
+0 / -0


4 years ago
https://github.com/ZeroK-RTS/Zero-K/blob/master/gamedata/armordefs.lua#L81
+4 / -0
4 years ago
so flames damage shields the most?
+0 / -0

4 years ago
Yes, I guess. I would not suggest to build things with flamethrowers to counter shields, though. I can only think of 3, pyro, comander, and dante, and the flamer weapons have very poor base DPS as is. Gauss's increased effectiveness against shields I think is negligible. Really, something like Cyclopses' megaslow beam is rather effective at helping drain shields. And a weapon like moderator's disruptor pulse gets to pierce shield at a higher shield HP because the EMP damage increases the amount of shield required to block it.
+0 / -0

4 years ago
Is there any reason Gauss has 1.5 modifier instead of 3 like Flamer?
+0 / -0


4 years ago
I've got a PR out to start actually showing this kind of info to players:
https://github.com/ZeroK-RTS/Zero-K/pull/3654
+2 / -0

4 years ago
I need to figure out how to solve this ticket I put in. https://github.com/ZeroK-RTS/Zero-K/issues/3584 I want to see the DPS of a group of units. It will make it easy to plan and explain what is going on.
+0 / -0

4 years ago
quote:
Is there any reason Gauss has 1.5 modifier instead of 3 like Flamer?

This modifier is a sort of "compensation" for shields preventing piercing. Gauss is far less reliant on piercing compared to flamer so gets a lower modifier.
+0 / -0
USrankAdminSteel_Blue
It´s not the kind of flamethrower you are thinking of i guess, but there is a unit called Firewalker that is pretty good at supressing shieldballs.
+0 / -0
I don't think the 150% modifier is required and we probably don't even need the 300% modifier. The only weapons affected by 300% are flamethrowers, not things like Firewalker.
+2 / -0


4 years ago
Honestly, I'd like it if Shockley did ~20000 damage to Funnelweb shields. Then a Funnelweb can block exactly one Shockley if near full health, making them somewhat effective against Funnelwebs (in keeping with the Shockley's expendability, risk and micro requirements).
+1 / -0

4 years ago
still, Firewalker is the most effective against shieldballs of the named units.
+0 / -0