Suppiluliuma
AoEH Seraph
posted 12-02-13 04:43 PM
ET (US)
5 / 25
If thrown downhill a projectile gets a damage bonus, if uphill, a damage penalty.
lazxl
Clubman
posted 12-04-13 04:52 AM
ET (US)
8 / 25
Can we already make the conclusion that a tower actually has 1 more range than in its displayed stats?
So, a Ballista (range 9) with Engineering upgrade can't outrange a tower with a range of 10?
posted 12-04-13 01:27 PM
ET (US)
9 / 25
That's exactly what we're talking about. A non-tower with range 11 basically has the same range as a tower with range 10. I'm not sure if this happens between two non-towers as well, as it's harder to tell since the units are always moving around. But Dubstepfisk made a good point about units firing at the center of buildings and towers spawning their projectiles at the edges. For whatever reason, having +1 range over another unit doesn't seem to make a difference.
chab
Clubman
posted 12-12-13 04:56 PM
ET (US)
11 / 25
Yes, that's why projectile units from dead units (that died just after shooting) have strange attack values, often 3 or 4 I think.
For weak units, their last projectile before dying is more powerful than others.
For siege weapons (easy to observe), last projectile is weaker.
Suppiluliuma
AoEH Seraph
posted 12-13-13 02:18 PM
ET (US)
12 / 25
Interesting, I noticed the 'death unit' projectiles are weaker, but Was never able to tell why. I don't remember if damage area was also affected by the death of the unit.
chab
Clubman
posted 12-14-13 05:44 AM
ET (US)
13 / 25
Yes for damage area.
Use a catapult against houses/towers and you will see: only the target takes damage when catapult has been destroyed
chab
Clubman
posted 12-18-13 01:10 PM
ET (US)
17 / 25
Yes this must be intended. Ballistas often meet this problem.
Elephants are taller and have more chances to be hit than small units in such cases.
Suppiluliuma
AoEH Seraph
posted 12-20-13 01:50 PM
ET (US)
19 / 25
Without ballistics the projectiles hit very close to the position where the unit was when the projectile was fired. Even slow moving units moving perpendicular to the projectile trajectory may evade them.
With ballistics it is harder to evade projectiles and only fast moving units at great distances, and moving perpendicular to the projectiles may evade some of them.
The projectile speed is not changed, so I am guessing that indeed ballistics just increase the targeting ability of the units allowing them to predict better where the enemy unit would be if it moved at the same speed and direction as such unit was doing so when the projectile is 'fired'.
But it is so unrealistic how with ballistics almost every arrow hits the target! lol
posted 12-20-13 07:19 PM
ET (US)
20 / 25
That's true for the most part, except CPUs are sometimes way too good at dodging (either that or they're really bad). There was once a CPU fishing boat near one of my ballista towers and it moved around in that same spot dodging the ballistas for literally the entire match (which was several hours long) without ever getting hit. I just left it alone because I thought it was funny.
Suppiluliuma
AoEH Seraph
posted 12-23-13 00:43 AM
ET (US)
21 / 25
Must have been a fishing ship, because fishing boats are too slow, but yeah I have seen that crazy dodging. More evident when an unit gets a 'spasm bug': the unit stays at a single spot but it masically changes the direction at crazy speeds. It happens a lot to villagers and fishing ships.
Suppiluliuma
AoEH Seraph
posted 12-25-13 10:18 AM
ET (US)
24 / 25
Yes, Fruity, it is a bug, they don't behave like that intentionally. But have you tried to fire at them? the proectiles are shot where the unit would be and not where it is. The best way to kill them is with either melee units or by attacking ground.