Deathguise wrote:
The stock plasma cannon has an upgraded attack power of 1900, so an MBT could survive a hit, however bormoth is suggesting that as part of a total rebalance the plasma cannon attack power should be raised to 9999.
Ah. My bad.
Watermelon wrote:
One of the causes of the uselessness of late game bodies is the flawed armor system of warzone,greater armor rating(threshold) is only slightly better than early game ones,because weapon damage becomes absurdly high in late games.
Lets use the most 'balanced' RTS games' armor damage reduction system as examples:
In starcraft,the armor works exactly same as warzone's,but the unit with the highest damage output(siege tank) only deals 70(+5+5+5) points of damage compare to warzone's ridiculous 1900.
In warcraft 3,'high damage vs low armor points' problem is addressed via 6% damage reduction per armor point,damage after armor = damage * 94%^[number of armor] is very close to the formula WC3 uses if memory serves me right
Another game comes to mind, thoug it's not an RTS. Anyone ever play Lionheart? It's form of damage reduction was a 2-fold method.
Basically, all units had both a threshold armor (ala current WZ), and a % reduction armor (ala WC3). Threshold was subtracted first, and the result was then multiplied by the %.
In that game, technically, you could damage values below 0. Obviously, for WZ, 1 would be minimum; even basic MG bullets can't "heal" a unit.
Such a method was used in Linheart to specify unit's abilities to resist certain types of damage. Basically, it combined WZ's concept of "Armor" and WZ's concept of "certain types of damage are more effective vs certain things", just from a roundabout way.
Imagine if, say, Dragon bodies had a threshold of 100, and armor values of (AP = 5%, flame=70%, cannon=40%, rocket=5%). What effect this would have is that machineguns would be useless (the 100 threshold would negate their damage flat out), but the other AP weapon, lasers, would do substantial damage. For flame weapons, the 100 threshold wouldn't do much, but the 70% armor value would allow them to take it quite well. For the cannon/railgun weapons, the 100 threshold would make the low-end weapons (lightcannon, needle gun, medium cannon, assault gun, TAG) mostly useless, whereas the heavier cannons (HPV, HC, railgun, gauss) semi-effective, as the -100 wouldn't be much, but the -50% would. And rockets would be the "scourge" of this vehicle, as neither the threshold subtraction nor the resistance would reduce damage much.