ShadowMasterCM
Captain
Reged: 12/07/05
Posts: 916
Loc: New York
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Combat Changes
#149886 - 03/16/08 05:41 PM (74.74.248.205)
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January 2002
Weapon Damage- We have finally corrected the problemm of mech and vehicle MG's and flamers not doing correct damage vs infantry. Both these weapon types now do 2d6+2 (4-14) against all types of infantry, double if the target is in the open (not under cover of woods or rough terrain). We have also made some other damage changes:
All small, medium, and large lasers now do 1 point of damage vs infantry units (doubled in the open) PPC's do 2 points vs infantry (doubled in the open) SRM's and LRM's do DOUBLE damage vs infantry and QUADRUPLE if they are in the open Autocannons now do HALF damage against infantry (normal damage in the open) We believe these are realistic interpretations of the type of damage these weapons would do, and will add an excellent new twist to fighting with and against infantry units.
The line-of-sight (LOS) bug has been fixed. If you can see your opponent, he can now see you, in all cases. While reworking LOS calculations, I added partial cover rules. Note that fallen or prone mechs are still incorrectly treated as 2 levels high when calculating LOS both to and from the unit; dropping prone behind a hill will not currently protect you. Partial cover can be obtained by intervening hexes blocking LOS to the bottom half of your unit from the enemy. Not that it is easily possible to have partial cover from an enemy, while he does not have partial cover from you. Partial cover affords a +3 to hit penalty. Additionally, mechs cannot be hit in the legs when they have partial cover. This drastically increases the chances of a head hit, so while you won't be hit as often when you are it may be more deadly - use it wisely. Note that infantry are not affected by the +3 to hit. They can shoot a target with partial cover equally well as without. Finally, AI attacks and attack processing code has been slightly streamlined for faster battles, particularly with many AI units.
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ShadowMasterCM
Captain
Reged: 12/07/05
Posts: 916
Loc: New York
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Re: Combat Changes
[Re: ShadowMasterCM]
#149897 - 03/16/08 06:32 PM (74.74.248.205)
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1/28/02
The direction of attack in land war has been fixed. If you atack from a zone to the south, you enter along the south edge of the map, etc..

The bug making vehicles and mechs not move during most landwar fights has been fixed. All units will now move in a land war if they are on autopilot. This has added significant lag to the servers which will be addressed this week
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ShadowMasterCM
Captain
Reged: 12/07/05
Posts: 916
Loc: New York
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Re: Combat Changes
[Re: ShadowMasterCM]
#149909 - 03/17/08 08:29 AM (74.74.248.205)
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1/30/02
When you conquer an enemy zone, you now also conquer any unassigned vehicles that were stored in that zone, in addition to whatever spare parts are available.
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ShadowMasterCM
Captain
Reged: 12/07/05
Posts: 916
Loc: New York
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Re: Combat Changes
[Re: ShadowMasterCM]
#149915 - 03/17/08 09:02 AM (74.74.248.205)
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1/31/02
As you know, when you conquer a zone buildings are often destroyed. Now, when research facilities are destroyed due to conquest, your victorious troops will pick through the rubble and discover technology secrets! Every facility destroyed will add research points to all technologies you are currently researching. The total amount of RP added will be equal to the amount of RP the destroyed facility produced in one nev-year.
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