RPS DMG

Status
Not open for further replies.

Tech

New member
Feb 7, 2025
6
0
1
I'm start of by saying that this might not be a bug but a intentional feature. Yesterday me and MJR graham tested out the dmg of the RPS rocket launcher. Its DMG was random. We were playing the slots with the amount of random dmg it did. Sometimes it would do 2k to 200 dmg on our tanks and sometimes it would one shot our ATTE ( ATTE got around 12k hp). Some of our officers are fine with this gambling mindset but ill just like to know if its a bug or not.

love Tech -
 
Hi Tech,

Thank you for bringing this to my attention.

Looking into the RPS and the Rocket (Entity) it fires, I found that the rocket has two blast zones of varying damage:

First Explosion:
Radius: 32 units
Damage: 500 to all entities inside

Second Explosion:
Radius: 300 units
Damage: 110 to all entities inside

util.BlastDamage(self, attacker, self:GetPos(), 32, 500)
util.BlastDamage(self, attacker, self:GetPos(), 300, 110)

The simplest conclusion I can come to is that due to the AT-TE's implementation (being three to four entities combined into one vehicle), the 32-unit, 500-damage blast is hitting multiple sections of the AT-TE. This results in the damage stacking to 500 + 110 per affected section.

Management has decided to keep this as a feature to simulate weak zones in the AT-TE. We will be monitoring the AT-TE's performance over the coming weeks.
 
Status
Not open for further replies.