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Heroic Quad Cannon can never be disabled by ECM Tanks. #396
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Yes this is already tracked in commy2 list |
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, The difference between the 2 shows when they wake back up. https://youtu.be/Vw_2uhyoVwk - SubdualDamageCap 450 |
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 |
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. |
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 😂 |
Well, if it is decided that the Quad, for whatever reason, should be especially hardened or susceptible to ECM jamming, then the 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. |
Vet 2 does lock down, it's only vet 3. |
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. |
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.
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
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