I'm creating a turret that shoots very fast. At first I set damage to 1 and weapon speed to 0.05 - this should cause 20 damage per second but if unit has any armor it doesn't cause full damage.
How "Random Delay Maximum" and "Random Delay Minimum" affect on weapon exactly?
Is it possible to make a weapon that ignores all armor on every shot?
I know that if weapon does 20 damage and enemy has 2 armor it reduces 2 damage and total damage is 18 per shot but how damage is calculated on fast weapons? For example if unit has 4 armor and weapon causes only 1 damage per shot?
@Terhonator: Go It is possible. In the damage effect for that weapon set Armor Reduction to 0. I believe the minimum damage a unit takes is 1, so you might want to check if the unit is loosing health if it has armor 1 or higher. The system is the same for fast or slow weapons, that's why low-damage fast weapons are not good against heavily armored units such as Ultralisks.
This feels odd. If weapon does 20 damage per 1 shot per 1 second it feels more effective than weapon with 1 damage and shoots 20 times per second. I'm not sure is that psychological thing only :)
Question from 1st post again: How "Random Delay Maximum" and "Random Delay Minimum" affect on weapon exactly?
- -
Solved. By changing "Combat: Armor Reduction" to 0 from damage effect seems to work best way with fast weapons. I understood "Armor reduction" wrong way first - 0 ignores all armor.
I'm creating a turret that shoots very fast. At first I set damage to 1 and weapon speed to 0.05 - this should cause 20 damage per second but if unit has any armor it doesn't cause full damage.
How "Random Delay Maximum" and "Random Delay Minimum" affect on weapon exactly?
Is it possible to make a weapon that ignores all armor on every shot?
I know that if weapon does 20 damage and enemy has 2 armor it reduces 2 damage and total damage is 18 per shot but how damage is calculated on fast weapons? For example if unit has 4 armor and weapon causes only 1 damage per shot?
@Terhonator: Go It is possible. In the damage effect for that weapon set Armor Reduction to 0. I believe the minimum damage a unit takes is 1, so you might want to check if the unit is loosing health if it has armor 1 or higher. The system is the same for fast or slow weapons, that's why low-damage fast weapons are not good against heavily armored units such as Ultralisks.
This feels odd. If weapon does 20 damage per 1 shot per 1 second it feels more effective than weapon with 1 damage and shoots 20 times per second. I'm not sure is that psychological thing only :)
Question from 1st post again: How "Random Delay Maximum" and "Random Delay Minimum" affect on weapon exactly?
- -
Solved. By changing "Combat: Armor Reduction" to 0 from damage effect seems to work best way with fast weapons. I understood "Armor reduction" wrong way first - 0 ignores all armor.
The random max and min is the random amount of time between those two values added onto the period of the weapon.
You can also alter the absolute minimum damage taken under the Combat - Damage Minimum field of the Gameplay Data data type.
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