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Cyrilix
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Posted: 25 Mar, 2012
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Joined: 25 Mar, 2012 Posts: 4
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Hi all, I have a few technical questions regarding SC2 that I wasn't able to find from the wiki or from a search. 1 - What's the exact range on the Cybran Magnetron? I would like to know this range to know which other structures (that have a listed range) can be built to hit the magnetron (theoretically) without the builder ever needing to enter the magnetron's range. 2 - What's the exact range on the Aeon Loyalty Gun? Similar reason. 3 - What's the difference between the Cybran and Aeon shield generator? On the article "The Science of Shields", it says the following: Quote: Projectiles have a fifty percent chance to pass through or reflect off these shields with eighty-five percent of its damage removed per shield pass or reflection. For all intents and purposes there is no functional difference between the Cybran shield mechanics and the Illuminate shield mechanics. Visually some of the projectile bounce off of Chrome shields instead of passing through, but the important thing to remember is that eighty-five percent of the damage is absorbed by either shield type, so the projectile explosion's area damage is dissipated similarly either way. Area damage is mitigated, because the projectile has no damage left when the area damage explosion occurs. This is referred to here as area damage reduction.
Also, Anti-Matter Chrome Shields will absorb 85% of the damage of a projectile that hits it, even if there isn't enough shield health left to do so. This is referred to here as overkill damage absorption. Does this mean that the absorption on Aeon shields is only 50% as effective because only 50% of the time, the projectile's damage is reduced by 85%? What does this tell us about the remaining 50% of the time?
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Nephylim
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Posted: 25 Mar, 2012
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Joined: 07 Jul, 2010 Posts: 2627
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1: http://supcomdb.com/sc2/unitdetails/ucx0114:latest0-250 2: http://supcomdb.com/sc2/unitdetails/uix0114:latest0-175 3: No. When a projectile interacts with an Aeon or Cybran shield, its damage value is decreased by 85%. The subtracted amount is also decreased from the shield health. The projectile then proceeds moving, and eventually explodes, dealing 15% of its normal damage to whatever it hits. The difference between the Aeon and Cybran shield is that AFTER this interaction, the Aeon shield has a 50% chance of bouncing the projectile back. But since it only has 15% of its normal damage potential left, its not really a big deal.
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Cyrilix
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Posted: 25 Mar, 2012
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Joined: 25 Mar, 2012 Posts: 4
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Thank you very much. 250 range is quite a shocker! Only LRA could possibly out-range it!
By the way, I just picked up this game as a result of the Steam sale. Have to say that I'm enjoying it so far. I have owned FA for ~1 year or so, and the performance problems when more than 2500 units existed (try playing with you vs. 7 AIs where the unit cap per AI is 1000-2000) slowed the game to something like 5-6 seconds per single game don't *seem* to be as impacting in SC2.
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OrangeKnight
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Posted: 25 Mar, 2012
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Joined: 02 Mar, 2007 Posts: 8995 Location: Ninja Editing Your Post from a Canadian IPhone
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Cyrilix wrote: (try playing with you vs. 7 AIs where the unit cap per AI is 1000-2000) slowed the game to something like 5-6 seconds per single game don't *seem* to be as impacting in SC2. Thats just silly, play against fewer better AIs and you'll see improved performance. Mike
_________________ God of Models - Moderator BlackOps Team Twitter
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Nephylim
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Posted: 26 Mar, 2012
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Joined: 07 Jul, 2010 Posts: 2627
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Yeah - playing against 1 cheating AI is already almost impossible if you do not rush, and even a hard AI can beat all but the best players if given the time to build up a sizeable economy. There is really no reason to play against 7 AIs - 1 good AI will take all bases on the map eventually  As for the magnetron - its not as bad as it sounds. Its effect decreases over distance, so its effective range, where it sucks units in faster than they can run away, is more like two thirds of its range. This is why stacking multiple magnetrons is deadly - it increases the effect, so also the effective range. Also keep in mind that jumpjets/teleport/afterburner can save your units from the meat grinder, and major experimentals (which cost around the same) can kill a magnetron before it kills the unit. In fact, its really squishy, so you'll need shields to protect the magnetron. All in all, to get an effective meat grinder established, it will not only cost a huge amount of RP, but also the cost of at least 2 magnetrons and a few shields. For that amount of time and money, you have options like a whole field of LRA batteries, nuking it, sniping the commander, or bombers/air experimentals.
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Cyrilix
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Posted: 26 Mar, 2012
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Joined: 25 Mar, 2012 Posts: 4
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I used to play with that many AIs just for the epic feel, not because it was really necessary. I also used to play with TVg, which is a really awesome mod for sandboxing. Like, I would spend time trying to level up a low tier unit, even though it was painfully slow, or have a few supremely OP ACUs walking around killing stuff, gaining XP, and becoming even more OP.
(as you can see, I enjoy playing Sandbox way more than 1v1 strategy, because it's just fun to spawn units of all sorts and test them out!)
By the way, does anyone know if there are any veterancy mods for Supreme Commander 2? Something where you can gain like 100 levels of veterancy, I think would be pretty damn fun.
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Nephylim
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Posted: 27 Mar, 2012
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Joined: 07 Jul, 2010 Posts: 2627
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Not that I am aware, but im very sure its possible to increase the bonus per veterancy level... That would be very easy in fact.
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