![]() At least the Stinger could carry a unit as well! The Broadsword uses one Hells Fury Riot Gun. Half of the weapons they use never go above the T2 Mark from the Infinite War! ![]() Also, the devs wouldn't have made on of the both parts to op, so in terms of mass used on both sides it's nearly equal.I mean, just look at the weapons. So it's on teh one side experience, on the other side just check the DPS of long range artillery and the shield rebuild of aeon shields. Those small # get arty ways to early, and it's a pain in the ass to counter them. I do very often matches against cheating bots or genocide bots (how i call those with everthing maxed out). In both cases the shield health si reduced by the 85% projectile damage. Than i either becomes reflected (wth only 15% damage left) or passes trhought teh shield. You ay understood something wrong: every hostile projectile hitting a aeon shield will get a 85% damage reduction. I had no trouble understanding your English :) Do you have an idea how many shields would be necessary?Ībout the 2:1 ratio of shields vs Long Rang Artilleries: What is the reasoning behind this ratio? Experience? Theoretically this would require so many layers that if a few layers went down there were enough remaining layers so the disabled shields had enough time to go up again. In the following guide I read that the damage of a projectile which isn't reflected is reduced by 85% per Illuminate shield layer: Īssuming, the opponent doesn't use the special ability of the Disruptor, I'm wondering how many shields would be necessary to permanently withstand the damage of the 4 cannons of the Disruptor. Originally posted by bitrunner:Thank you again. I hope you had no trouble understanding that gibberish. I am very sorry for my previous post which was even worse than my normal english. This also applies for artillery-shells, and as i said, the bombers were going for a bombingrun on the artillery installation, so they were directly in the angle of which the installation shooted. The aim seeking wildfinja-projectiles can damage ships swimming over submarines if they aim for the submarine.Nukes fired on the map "Seraphim Isles", in any version may collide with the center volcano instead of reaching their target.Powerdetonate can damage gunships and transporters (and if used on larger structures fighters, bombers, experimentals and scouts too).For example a megalith's laser which aims for an airfactor can damage the starting airunit the factory produced.Every projectile hitting the enviroment will deal AoE-damage supposed it has AoE-damage. Every projectile deals it's amount of damage to the unit it hitted supposed that unit is a hostile. Every single projectile is calculated in real time. The main thing is: SupCom2's engine could be also used for a Shooter (even if the graphics would be terrible). You can't target directly airunits with artillery, and even if you would be able to they are simply to fast. This effect also apllies if the projectiles pierce throught shields, so every shield-layer halfes the chances to get your units stunned.įortunaly, the Disruptor-Effect drais Energy as hell, so you don't have to expect many of those attacks, especailly if your enemy doesn't even know that ability exists (happens more often than you may know). The disruptor dtation has this nasty "disruptor"-effect making it able to stun units, even shield generators. I didn't know that you could target air units with artillery. I assume that you would need 8 shields for one UEF Disruptor Station because that one is worth about 4 Long Range Artilleries? ![]() The 2:1 ratio for Shield Generators vs Long Range Artilleries is a good rule of thumb. Originally posted by bitrunner:Thanks for the hints.
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