Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Heroic Quad Cannon can never be disabled by ECM Tanks. #396

Closed
Jundiyy opened this issue Sep 21, 2021 · 8 comments · Fixed by #442
Closed

Heroic Quad Cannon can never be disabled by ECM Tanks. #396

Jundiyy opened this issue Sep 21, 2021 · 8 comments · Fixed by #442
Labels
Bug Something is not working right Major Severity: Minor < Major < Critical < Blocker

Comments

@Jundiyy
Copy link
Collaborator

Jundiyy commented Sep 21, 2021

A Vet 3 Quad Cannon can never be shut down by ECMs, no matter how many you have.

A simple fix that I learnt from Predator quite some time ago is to increase the SubdualDamageCap

Current stats are as follows.

SubdualDamageCap = 440
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50

By changing it to this SubdualDamageCap = 450 it fixed the problem and I didn't see any gameplay changes, of course I'd prefer others to test this as well just in case.

Video to help understand in case someone doesn't.

https://youtu.be/Vw_2uhyoVwk

@xezon
Copy link
Collaborator

xezon commented Sep 21, 2021

Yes this is already tracked in commy2 list
commy2/zerohour#10

@xezon xezon added Bug Something is not working right Major Severity: Minor < Major < Critical < Blocker labels Sep 21, 2021
@Jundiyy
Copy link
Collaborator Author

Jundiyy commented Sep 21, 2021

Oh, I did search for it but it didn't come up, now I see why, it's not under your git.

Okay so there is a small difference,
I know he said this This bug can be fixed by setting the SubdualDamageCap entry to 600 as intended. but if there is no other benefit other than keeping it original I'd prefer the 450 fix (still waiting on others to confirm it works) as there is a small difference.

The difference between the 2 shows when they wake back up.

https://youtu.be/Vw_2uhyoVwk - SubdualDamageCap 450
https://youtu.be/MEV0eDAEsS8 - SubdualDamageCap 600

@xezon
Copy link
Collaborator

xezon commented Sep 21, 2021

External tasks are tracked in our various task documents as opposed to the issues section:

https://github.com/xezon/GeneralsGamePatch/tree/main/Patch104pZH/Design/Tasks

@commy2
Copy link
Collaborator

commy2 commented Sep 21, 2021

I did go with 600, because that is health x2, like every other unit has. The 440 currently used is the result of the old Quad HP of 220, which was buffed to 300 in ZH 1.04. (The old Quad HP can still be found in the GC single player only Quads). I would be careful with edging for the lowest possible value, because other health buffs could still break it then.

Edit: Hold The Line and playing vs Easy AI or against Hard AI come to mind.

@Jundiyy
Copy link
Collaborator Author

Jundiyy commented Sep 21, 2021

Hmmm okay, well I suppose more testing to be sure? If we can get a similar match or original wake up with lower sub health, I think that would be better than having the double sub health and having different wake up times.

Sound good? Or meh 😂

@commy2
Copy link
Collaborator

commy2 commented Sep 21, 2021

Well, if it is decided that the Quad, for whatever reason, should be especially hardened or susceptible to ECM jamming, then the SUBDUAL_VEHICLE armor and the recovery rate (SubdualDamageHealAmount) could be tweaked. I just don't see the point, why the Quad Cannon should be treated any differently than other units.

The bug currently is that the total health exceeds the subdual health at vet 3 (and I think vet 2?). Normally the disabled state is reached when the subdual health falls below the health (and why it must be larger than the health), but health bonuses do not apply to subdual health.

@Jundiyy
Copy link
Collaborator Author

Jundiyy commented Sep 21, 2021

Vet 2 does lock down, it's only vet 3.
Yes I get that and I always thought you needed more health for it but today I tested it with less health and it worked with better results hence why I am asking.
I know according to coding it wouldn't match with the rest of the units but in-game it will, as you can see from the second video they wake up at different times. The vet 3 wakes up a lot after the vet 2.
Check both videos to compare.

@commy2
Copy link
Collaborator

commy2 commented Sep 21, 2021

It seems the mechanics of ECM jamming are poorly understood and more testing would help. Not just because of the patch, but in general for understanding how the game operates.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Bug Something is not working right Major Severity: Minor < Major < Critical < Blocker
Projects
None yet
Development

Successfully merging a pull request may close this issue.

3 participants