Difference between revisions of "AI War:Shield Damage Reduction"
m (Dominus Arbitrationis moved page AI War - Shield Damage Reduction to AI War:Shield Damage Reduction without leaving a redirect: Move to namespace) |
|||
(One intermediate revision by one other user not shown) | |||
Line 22: | Line 22: | ||
Also, some units attack primarily by generating other units that then go and attack a target. Those generated units do not have their damage reduced simply because their "parent" is protected by a firepower-reducing forcefield, but they will have their damage reduced if they personally are protected by a firepower-reducing forcefield. For example, a Spire Blade Spawner's direct "shots" are affected by the damage reduction, but the Blade units it spawns are not unless they're protected by a firepower-reducing forcefield at the time they hit. If you are not sure if a "shot" is actually a shot or a generated unit, put your mouse cursor over the object in question; if it shows a tooltip giving details (name, attack power, etc) then it is a generated unit. | Also, some units attack primarily by generating other units that then go and attack a target. Those generated units do not have their damage reduced simply because their "parent" is protected by a firepower-reducing forcefield, but they will have their damage reduced if they personally are protected by a firepower-reducing forcefield. For example, a Spire Blade Spawner's direct "shots" are affected by the damage reduction, but the Blade units it spawns are not unless they're protected by a firepower-reducing forcefield at the time they hit. If you are not sure if a "shot" is actually a shot or a generated unit, put your mouse cursor over the object in question; if it shows a tooltip giving details (name, attack power, etc) then it is a generated unit. | ||
− | == Design Rationale == | + | == Design Rationale/Notes == |
* Turret-balls under lots of stacked forcefields were too durable for the damage they could put out. | * Turret-balls under lots of stacked forcefields were too durable for the damage they could put out. | ||
* You can still use firepower-reducing forcefields in that manner, it just isn't as efficient at dps. | * You can still use firepower-reducing forcefields in that manner, it just isn't as efficient at dps. | ||
* There are other harder-to-get shield-emitting units, and this makes them more strategically valuable. | * There are other harder-to-get shield-emitting units, and this makes them more strategically valuable. | ||
+ | * Since the reduction does not impact any secondary abilties (engine damage, tractor beams, grav well, etc) there's still a lot of units that are "free" to protect in this way. | ||
(This article last updated for version 5.023) | (This article last updated for version 5.023) |
Latest revision as of 13:10, 1 February 2015
What's This About Units Doing Less Damage When Protected By Forcefields?
Q: I've heard that units protected by a forcefield do less damage, but that there are exceptions. What's the deal?
A: Any unit protected by certain forcefields/shields does 25% of normal damage. Specifically:
Only these shield-emitting units cause the damage reduction (i.e. are "firepower-reducing forcefields"):
- The special player-home forcefield generator that starts next to each human home command station at the start of the game.
- The normal forcefield generators the human can build from the SUP build tab (all three marks).
- The hardened forcefield generators the human can build from the SUP build tab (all three marks).
No other shield-emitting units cause the damage reduction, including:
- Any AI forcefield generator (including normal standalone units, shield-emitting guard posts, hybrid shield generator modules, etc).
- Shield Bearers.
- Riot Control Starship shield generators.
- Spirecraft Shield Bearers.
- Spire Captial Ship shield generators.
- Spire City shield generators.
The damage reduction only occurs if the unit is actually protected by the firepower-reducing forcefield. For example, an AI Raid Starship under one of your firepower-reducing forcefields does not receive any protection or damage-reduction from the forcefield.
Also, some units attack primarily by generating other units that then go and attack a target. Those generated units do not have their damage reduced simply because their "parent" is protected by a firepower-reducing forcefield, but they will have their damage reduced if they personally are protected by a firepower-reducing forcefield. For example, a Spire Blade Spawner's direct "shots" are affected by the damage reduction, but the Blade units it spawns are not unless they're protected by a firepower-reducing forcefield at the time they hit. If you are not sure if a "shot" is actually a shot or a generated unit, put your mouse cursor over the object in question; if it shows a tooltip giving details (name, attack power, etc) then it is a generated unit.
Design Rationale/Notes
- Turret-balls under lots of stacked forcefields were too durable for the damage they could put out.
- You can still use firepower-reducing forcefields in that manner, it just isn't as efficient at dps.
- There are other harder-to-get shield-emitting units, and this makes them more strategically valuable.
- Since the reduction does not impact any secondary abilties (engine damage, tractor beams, grav well, etc) there's still a lot of units that are "free" to protect in this way.
(This article last updated for version 5.023)