Author Topic: Damage system  (Read 59115 times)

Offline Shinkurex

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Re: Damage system
« Reply #15 on: March 04, 2013, 02:18:32 pm »
i guess this goes some ways to explaining why a carranade goldfish was blowing away massive chunks of my hull before i even got near the ground

most likely charged rounds.... I was killing pretty effectively using a heavy clip/charged rounds setup

Offline Ccrack

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Re: Damage system
« Reply #16 on: March 04, 2013, 02:29:03 pm »
well i know the heavy carranade is effective at bursting ballons in only a few shots and can take out components just as easly, but i was supprised at how much damage it was dealing to my hull. it was basicly like being hit constantly by a gatling but doing damage in big chunks instead of continuasly

Offline Captain Smollett

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Re: Damage system
« Reply #17 on: March 04, 2013, 02:58:09 pm »
Hopefully we get dev clarification but I'm almost positive spill over damage goes to armor. It makes sense if you think about it since in essence it's the same component and hull health can't be damaged while armor is up. The hull damage from carronade goldfish was due to the massive armor damage by a carronade prior to the last hot fix causing some shots to break the balloon, spill over, break the armor, spill over, and do damage to the hull.

Offline Ccrack

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Re: Damage system
« Reply #18 on: March 04, 2013, 03:04:15 pm »
would expect something designed to pop balloons would be pretty piss against armor, but im not a dev so...

Offline Watchmaker

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Re: Damage system
« Reply #19 on: March 04, 2013, 03:06:03 pm »
Overflow damage on a single hit does not transfer.

Subsequent hits transfer from the component that was hit to the "hull component" - meaning they apply damage to armor first, if any remains.

We've been unclear in the past on the terms for the two health bars on the hull (I try to refer to them as armor and health), which is probably part of the confusion.

Each hit (projectile, explosion, gatling or carronade ray/pellet) deals its damage to a single location, in a lump.  Transferred hits function exactly as if you actually hit, say, a hull hitbox instead of a balloon hitbox.  None of the balloon/engine/gun multipliers are applied; multipliers for hull armor or health are applied according to the hull's current state.

Note that there is a slightly weird case where a single hit deals more damage than remaining hull armor.  Currently, in this case, the base damage is multiplied by the armor modifiers, and any overflow of that modified value is applied directly to hull health.

Also, for the record: there was a data bug in the original release of 1.1.4 that caused the Flechette damage type (the one used by carronades and other balloon-killers) to deal slightly less than twice as much damage to armor as was intended.  This has since been fixed.

Offline Ccrack

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Re: Damage system
« Reply #20 on: March 04, 2013, 03:10:20 pm »
so just to be clear, if a rocket was to hit a broken component. would it do the exact same ammount of damage that it would if it hit the hull directly? or would it be more/less ?

Offline Watchmaker

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Re: Damage system
« Reply #21 on: March 04, 2013, 03:13:48 pm »
It should be identical to hitting the hull directly.

Offline Pickle

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Re: Damage system
« Reply #22 on: March 04, 2013, 03:14:26 pm »
Thank you Watchmaker, that's the clearest description that's been given on this subject.

A destroyed component effectively ceases to exist as far as it stopping/absorbing damage occurs and the target box for that destroyed component becomes part of the "hull component" target box.

Offline Ccrack

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Re: Damage system
« Reply #23 on: March 04, 2013, 03:18:24 pm »
indeed, thank you watchmaker.

i was allways a little conserned when takeing out weapons useing the gatling because i was unsure if i was dealing any damage to the hull or not after the weapon had broken, and i like to keep fireing at the broken weapon to make it a pain in the arse for the engis to fix it.

Offline awkm

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Re: Damage system
« Reply #24 on: March 06, 2013, 12:54:31 pm »
Let me clear some stuff up.

Types of firing mechanisms:
  • Raycast—A straight line of a certain range is projected from the barrel point.  If this line intersects a hitbox, a hit will be registered.  No projectile is fired in actually world space.  Guns that are raycast include the gatling and carronade.  Raycast weapons are not affected by muzzle speed or gravity.
  • Projectile—A projectile is spawn in world space and shot through the air according to several variables along a ballistic arc.  If said projectile collides with a hitbox, a hit will be registered.  Most of the guns in the game are projectile based.
  • Particle—Particles are weird and it's only the flamethrower for now.  They spread, they rise, they act like particles and they're weird.  Did I say that already?  Just deal with it :P

Important variables affecting firing mechanism
  • Gravity—How much gravity is applied to a projectile, more gravity the more quickly its arc will drop.
  • Muzzle Speed—How fast the projectile is traveling in m/s.  Muzzle speed and gravity are related in that if you have lots of gravity but high muzzle speed, the arc will be very wide and the projectile will travel farther before significant drop occurs.  High gravity with low muzzle speed will cause the the projectile to drop quickly.  Imagine a horizontal force (muzzle speed) vs. a vertical force (gravity) because that's just how it works.  Physics 101.
  • Jitter—A number in degrees that is randomly selected from 0 to the max jitter allowed for that gun each time a raycast or projectile is spawned.  The initial rotation of said raycast or projectile will inherit this randomly generated jitter from 0 to max jitter.  This is to simulate recoil.  Yeah it's hacky, trust me we know and we're not happy with it, but we never had time to do recoil for real.  We're working on it and trying to fix this soon.
  • Arming Time—A number in seconds where if projectile hits before arming time is reached, only primary damage is applied.  Therefore, full damage potential range is Arming Time * Muzzle Speed.  Lumberjack and Heavy Flak have arming time.

Primary Secondary Dmg
  • Primary—Will apply damage to the part that is hit.  May penetrate slightly based on penetration (in seconds, penetration * muzzle speed = distance penetrated, only for projectile weapons.  This number is either 0 or very very small so don't worry.).
  • Secondary—Once projectile stops moving (post penetration), secondary damage will be applied.
  • Area of Effect—The radius in meters of possible secondary dmg area of effect.  Components caught in this range will have secondary damage applied.  Epicenter is where the projectile stops moving post penetration.

And Alex (Watchmaker, and on of our talented programmers) covers the damage transfer stuff:
Overflow damage on a single hit does not transfer.

Subsequent hits transfer from the component that was hit to the "hull component" - meaning they apply damage to armor first, if any remains.

We've been unclear in the past on the terms for the two health bars on the hull (I try to refer to them as armor and health), which is probably part of the confusion.

Each hit (projectile, explosion, gatling or carronade ray/pellet) deals its damage to a single location, in a lump.  Transferred hits function exactly as if you actually hit, say, a hull hitbox instead of a balloon hitbox.  None of the balloon/engine/gun multipliers are applied; multipliers for hull armor or health are applied according to the hull's current state.

Note that there is a slightly weird case where a single hit deals more damage than remaining hull armor.  Currently, in this case, the base damage is multiplied by the armor modifiers, and any overflow of that modified value is applied directly to hull health.

And to clarify, mechanical components that are dead also transfer damage to hull.  E.g. the front gun on a Goldfish will transfer damage dealt to it to the hull if the gun is dead.  If this was not the case, you'll have a huge shield in the front of the ship to ram with etc.

I think that's the most of what's in play.
« Last Edit: March 06, 2013, 01:26:37 pm by awkm »

Offline Ccrack

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Re: Damage system
« Reply #25 on: March 06, 2013, 02:26:18 pm »
wait so lesmok rounds wont really do anything on the gatling / carranade then?

Offline Shinkurex

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Re: Damage system
« Reply #26 on: March 06, 2013, 02:32:19 pm »
If you want long range with a gat/carronade, then my recommendation is heavy clip...

Offline HamsterIV

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Re: Damage system
« Reply #27 on: March 06, 2013, 02:39:36 pm »
I think heavy clip on Gat/Carronade reduces maximum range but increases effective range. That is your bullet will not travel as far, but more bullets will hit the target due to spray reduction. I ask gunners to take Lesmok on my blenderfish just so I can get that fist tap in, but they should immediately switch to heavy clip after that first hit.

Offline Shinkurex

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Re: Damage system
« Reply #28 on: March 06, 2013, 02:51:20 pm »
I think heavy clip on Gat/Carronade reduces maximum range but increases effective range. That is your bullet will not travel as far, but more bullets will hit the target due to spray reduction. I ask gunners to take Lesmok on my blenderfish just so I can get that fist tap in, but they should immediately switch to heavy clip after that first hit.

Interesting... I'll try that out next time

Offline Ccrack

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Re: Damage system
« Reply #29 on: March 06, 2013, 06:52:44 pm »
well from the looks of it, the gatling isnt effected by muzzle speed so the heavy clip wont actully change its range at all