Airburst Weapon & shield armor paradox #1017
Replies: 4 comments
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Addition: I didn't use "Shield.Penetrate=yes" |
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Shields do not protect from Warhead effects, including Ares-introduced ones. Only damage. This behaviour cannot be easily changed either. |
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Jesus, I always thought I was wrong somewhere. Is shield going to be able to defense attach-effects in the future? |
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Unlikely. |
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First check
Description
I am using build27.
If I set a weapon's warhead versus some shield armortype equals 0%, and this warhead contains EMP or AttachEffect.SpeedMultiplier, it would function well.
But if I set a weapon's warhead versus some shield armortype equals 100%, and at the same time set its airburst weapon's warhead versus the same shield armortype equals 0%. The first weapon has no EMP or AttachEffect.SpeedMultiplier, but its airburst weapon has one of EMP and AttachEffect.SpeedMultiplier, it turns out that the shielded unit would be EMPed or slowed down.
I checked. The shield is PassPercent=0% & AbsorbPercent=100%. So there's no chance any damage leak to itself. I did this experiment under serious controlled variable method and did it again and again. So I'm hardly wrong.
BTW, the shield in my test is from a warhead using"Shield.AttachTypes=" to a valid unit.
Phobos Version
build27
Conditions to reproduce
No response
INI code
No response
Steps to reproduce
Do as above. I save the regedit part and unimportant parts of below items. The shield in my test is from a warhead using "Shield.AttachTypes=" to a valid unit.
[SHIELD1]
Armor=shield1
...
[Weapon1]
...
Projectile=Projectile1
Warhead=Warhead1
[Warhead1]
...
Versus.shieldarmor1=100%
[Projectile1]
...
AirBurstWeapon=Weapon2
[Weapon2]
...
Warhead=Warhead2
[Warhead2]
...
Versus.shieldarmor1=0%
AttachEffect.SpeedMultiplier=0.1
AttachEffect.Duration=-1
Expected behaviour
UNIT1 shouldn't be slowed down
Actual behaviour
UNIT1 did slowed down
Additional context
No response
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