#4241 closed defect (fixed)
Ballistics / projectiles cause damage even if they miss
Reported by: | elexis | Owned by: | |
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Priority: | Should Have | Milestone: | Alpha 21 |
Component: | UI & Simulation | Keywords: | |
Cc: | Patch: |
Description (last modified by )
Sometimes the displayed trajectory differs vastly from the position of the unit. The arrow is far away from the target. Still the target is taking damage.
This is most noticeable with catapults when attacking a moving target. The parabola will be very wide and the cavalry can be more than 100m away from the target when it "collides":
This issue was noticed by defenderbenny. He also noted that in age of empires 2 there is a ballistics technology which if researched, allows this kind of behavior.
Attachments (2)
Change History (6)
by , 8 years ago
Attachment: | catapultwtf.gif added |
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comment:1 by , 8 years ago
Description: | modified (diff) |
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by , 8 years ago
Attachment: | commands.txt added |
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comment:3 by , 8 years ago
When we don't hit the target at the expected location, if we hit a nearby unit (in a radius equal to 2 times the distance between the expected target position and the real target position).
- So, here we get many entities to check. (perhaps we can modify that).
- Then the bug comes from that we have inverted the check for doing the damage so we give damage to the first checked unit we didn't hit. See #4276
comment:4 by , 8 years ago
Milestone: | Backlog → Alpha 21 |
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Resolution: | → fixed |
Status: | new → closed |
comment:5 by , 7 years ago
This had a measurable impact on the balancing of units who miss often, mostly skirmishers and we should reevaluate their spread value.
replay from unix timestamp 1474676761 (september 24th 2016)