Chronodamp doesn't fire underwater

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Chronodamp doesn't fire underwater

Postby snuffles » 15 Aug 2016, 17:15

Is it possible to change this functionality for beta/balancetesting?

Thoughts?
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Re: Chronodamp doesn't fire underwater

Postby IceDreamer » 15 Aug 2016, 18:05

snuffles wrote:Is it possible to change this functionality for beta/balancetesting?

Thoughts?


Possible? Yes. Going to happen? Probably not...
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Re: Chronodamp doesn't fire underwater

Postby snuffles » 17 Aug 2016, 11:22

That's fine. So long as it's looked into sometime.
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Re: Chronodamp doesn't fire underwater

Postby speed2 » 17 Aug 2016, 12:21

Isnt it meant to be firing only when ACU fires from the main gun?
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Re: Chronodamp doesn't fire underwater

Postby Iszh » 17 Aug 2016, 12:23

Yes it is triggered by acu gun. If planes will fly over it and no enemy ground units there it wont use emp as well.
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Re: Chronodamp doesn't fire underwater

Postby IceDreamer » 17 Aug 2016, 13:14

That's technically incorrect (Correct in result). Chrono is its own weapon, range 35 (So if ACU weapon is unupgraded it will fire when main isn't. It won't target air without ground being there because:

Code: Select all
FireTargetLayerCapsTable = {
    Land = 'Land|Water|Seabed',
    Seabed = 'Land|Water|Seabed',
    Water = 'Land|Water|Seabed',
},


However, when it fires, the stun applies as follows to all units in sphere with size Radius:

Code: Select all
Buffs = {
    {
        Add = {
            OnFire = true,
        },
        BuffType = 'STUN',
        Duration = 3.5,
        Radius = 35,
        TargetAllow = 'MOBILE',
        TargetDisallow = 'EXPERIMENTAL,COMMAND',
    },
},


It also won't fire when underwater because AboveWaterFireOnly = true and AboveWaterTargetsOnly = true.
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Re: Chronodamp doesn't fire underwater

Postby Iszh » 17 Aug 2016, 13:27

Ohh ok sorry for wrong info, i thought it was the same like mongoose bot.
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Re: Chronodamp doesn't fire underwater

Postby snuffles » 17 Aug 2016, 17:03

Thanks Ice,

I guess I was quite curious about it because the Aeon ACU is quite defenceless when underwater. Perhaps it's a faction trait, but seeing as the ability is rarely used, do you think it would be a negative gameplay mechanic to allow it to fire on its' ticks while under water?
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Re: Chronodamp doesn't fire underwater

Postby Nepty » 18 Aug 2016, 00:20

Extra stuff just for the nerds:

The chronodamp is a weapon that releases a quantum temporal field. The field freezes targets in time. Calling it an EMP weapon would be incorrect. It's not related to an electro-magnetic pulse in any technological way. Also Aeon Tech one bomber does not use EMP although it's stated in tooltip. Lastly, Aeon's submarines use chrono torpedoes. Their time freeze/stun mechanic was never included for balance reasons.

Seraphim's tactical missiles originally had time freeze/stun mechanics, but was removed for balance reasons also. (Proof was in FA's original unit sheet and PDF instruction booklet.)
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Re: Chronodamp doesn't fire underwater

Postby Exotic_Retard » 21 Aug 2016, 12:05

(just slinking in here to say that chronodampener fires underwater and at aircraft properly in equilibrium)

(have a nice day)
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