Quote:
Originally Posted by Isto
I think the main issue is the non stackable damage when any helicopter can take damage endlessly. Why copters and planes are treated differently in that aspect when both of them use the durability value.
This enables you to suck up the entirety of aa fire to one copter even it would retreat in the next turn and roam free with the others.
If i am right planes have in code that 4+4+4=12 damage but copters have 4+4+4=4 damage. Made me wonder could it be a typo or is it intentionally placed like that.
|
I ran a number of tests and all show damage
IS cumulative when armoured Helos are hit.
This is my last test and it is typical of the others
HIT
HIT
HIT ( 3 damage)
HIT ( 8 damage)
HIT
HIT
HIT ( 9 damage)
HIT
HIT ( 13 damage )
HIT ( 16 damage ) = crash
there were
no examples of damage from hits that showed less damage after a series of hits...the numbers always grew, never shrank. The "problem" is it took 10 Stinger hits to bring that helo down and only half of them caused damage and something with a HE pen of 4 should do better on a target with a 2 armour rating so this is now on the list to investigate in the autumn when we start work on the game again.
Thinking in this case because we have to use HE pen for that weapon the effects on the "armoured" helo isn't what it should be....even though that weapon has a 4 HE pen rating the calculator ( which uses game code ) shows an HE pen of 1 but a best of 7 and it's more likely to give the former rather than the latter which explains why half the hits did no damage as 1 does nothing on something with 2 armour.
OTOH......hits on a target helo with only 1 armour WOULD show damage with each hit