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Overhauling torpedo interactions #5000
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@Garanas could have given me a heads up going to be fun adding this to the patch notes 🤣 |
Garanas
added
the
feature: anti projectile weaponry
related to torpedo and tactical defense weapons
label
Oct 10, 2023
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area: balance
related to units balance
feature: anti projectile weaponry
related to torpedo and tactical defense weapons
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Closes #4979 and related to #3969
Torpedo bombers
All projectiles dropped by Torpedo Bombers now interact with anti torpedo defenses. This includes both the projectile-based and the flare-based anti torpedo defenses. All torpedo bombers drop their ordinance in a similar arc as strategic bombers.
One exception is that when aiming a torpedo bomber aims on the current position of the unit instead of aiming where the unit is predicted to be when the projectiles impacts. This is done to guarantee a valid firing solution so that all torpedo bombers will always drop their ordinance.
Ordinance dropped by torpedo bombers have their velocity reset as they hit the water surface. This prevents the projectile from immediately impacting with the ocean floor when the water is too shallow. The projectile accelerate to full speed in about 3 to 4 seconds.
Torpedo behavior
All projectiles that are considered a torpedo have their properties standardized, with minor factional differences. They used to be all over the place. Roughly speaking:
Flare-based torpedo defenses
All flare-based torpedo defenses now have a maximum number of torpedo's that they can redirect.
Projectile-based torpedo defenses
All projectile-based torpedo defenses act in a similar, smart fashion to tactical missile defenses where they try to not overshoot a single torpedo.
Other changes
Fixes all sorts of inconsistencies across the code base, including but not limited to: