Topic: Structures and Exposion Damage
They should do some damage...it makes no sense if not.
Top Killer 2013 - 01: 334 -- 17 -- 317 : Merkle
Top Killer 2012 - 01: 027 -- 472 -- 445 : Merkle
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They should do some damage...it makes no sense if not.
They do get to fire free bullets...so why not.
There would be a need to test the chain reaction cause by structures placed close together, this might break the 'defence' easily. Could be a big nerf to MPCs. Wrong section too.
What Celebro said actually. In the testing phase buildings did do explosion damage, but we quickly removed it as we realized that destroying one building wiped out half the base in a chain reaction.
long time not logged in -
isnt structure durability based on high resists? their hitsize, hitpoints and accumulator status obviously make their explosions rather weak compared to what they can absorb.
quick math -
distance between two turrets 60m
hitsize 15m = 10m+150m Falloff
hightech hitpoints = 75000 / 2 = 37500 damage
accumulator status on death = probably full = explosion damage multiplier: 1
estimated falloff modifer: (60-10)/150 = 1/3
damage from one exploding hightech turret vs. the one next to it: ~12.5k BEFORE resist
with standard resist on hitech-turrets ~5-6k hitpoints the next turret would lose (of its 75k)
are you sure that ~10% damage are enough to trigger a chain reaction?
an assault bot at the same distance would recieve 3k damage before resists
What Celebro said actually. In the testing phase buildings did do explosion damage, but we quickly removed it as we realized that destroying one building wiped out half the base in a chain reaction.
I would agree with that HOWEVER, you already have to reinforce ALL the building to get them to actually Die, so in all reality, only guns would be effected by this change.
(I know what your saying just something to think about.)
-1 bad idea
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