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Submerged submarines are damaged by surface fire. #14054
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I was under the impression that force-firing water to fish for suspected submarines was a correct and legitimate tactic. |
It was never a tactic in the past, it was unintentionally introduced into the playtest when refactoring CreateEffectWarheads. #13543 |
All these regressions wrt water effects are starting to feel a bit silly now. @reaperrr would this be better solved by introducing a new set of target types for RA? |
Technically yes, the main cause of this whole mess is that However, I'm not convinced we can get that right in one try without causing another, new set of regressions, because many trait and weapon properties default to |
I think reverting that fix to behave the same as the last release would be acceptable. |
A hacky workaround would be to use the cloaked condition to activate a different armor type that recieves 1% damage from Water damage types. |
Actually I just tested with |
This is caused by the addition of "Water" to the SS & MSUB underwater TargetTypes.
I think simply removing "Water" from the SS & MSUB Underwater TargetTypes should fix this.
SS & MSUB:
->Targetable@UNDERWATER:
-->TargetTypes: Water, Underwater, Repair
[playtest-20170902 & bleed]
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