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Low Priority Task: Jamming missiles

Discussion in 'Data' started by Istrebitel, Sep 21, 2017.

  1. Istrebitel

    Istrebitel Well-Known Member Official Developer Administrator
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    Quick and simple question: What does it do? Missile evasion matrix and cloaking have jamming values of 40 and 20 respectively. What do those values control?
     
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  2. makus

    makus Designer, forum admin Administrator Designer/Artist
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    you mean is they even jamm anything? =))
     
  3. Istrebitel

    Istrebitel Well-Known Member Official Developer Administrator
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    Well, AFAIK it should slow missile turn rate?
     
  4. Normanscope

    Normanscope New Member Researcher
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    In the strategy guide it says that approximately every 3 in 5 missiles are jammed by the evasion matrix (I guess they just stop targeting the vehicle)

    Also the cloaking field "reduces the enemy weapons accuracy by 80% against the vessel on which the device is installed"

    ( A Note about this says the cloaking field "Doesn't seem to affect enemy effectiveness profoundly in actual use")
     
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  5. makus

    makus Designer, forum admin Administrator Designer/Artist
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    and maybe its not bug but some devs fast move to keep balance?) before release
     
  6. Istrebitel

    Istrebitel Well-Known Member Official Developer Administrator
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    We know the change-to-hit maulus cloak gives at this point thanks to skin36 who disassembled it, we just need to figure out exactly how jamming works. I think it's best to play the game and see.
     
  7. FilmBoy84

    FilmBoy84 Well-Known Member Tester Researcher
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    OK have been playing around as instructed. The jamming mechanism appears to work by forcing jammed projectiles to fire wildy off course before they strike a craft. This in turn means that they can then strike buildings and infrastructure; particularly on the harder maps where the city is more densely built up. X-COM will take a hit on the "damage to city" penalties if this ocurrs but it will at least keep their craft safe

    If units are flying at higher altitudes when jamming the jammed projectiles have less chance of hitting buildings (presumably because they "explode" before dropping down into the city) so this increases the argument for flying your vehicles high above the city if they have jammers fitted (which compensates for them being more exposed to beam fire as a result of flying high)

    There does not appear to be any difference between difficulties; the effect is down to how densely packed the city is alone

    The 40 and 20 Jamming figures appear to correlate to how effective a Jammer is when flying in OPEN airspace. A jamming value of 40 appears to form a "sphere" around a craft of around 20 tiles in which projectiles can be knocked off course. A Jamming value of 20 is around 10 tiles.

    Only rocket based weapons seem to be affected by Jamming

    The Cloak, as has been pointed out, doesn't work properly; however it appears to be the equivalent for the Jammer, only for beam weapons and bullet projectiles. In this case cloaked ships are more likely to "miss" being hit by beam weapons or simply absorb the damage (simulating a richochet i guess??) Hard to tell with the functionality appearing to have been nerfed at the last minute of development... BETA play however suggests the above as the intent. I can recall this when playing the beta and demo; both bits of software long lost to HDD failure sadly (played the beta last in ~2001). Though if anyone has a copy of the beta PM me please and will playtest on that too as it may be the best source of finding the **intent** of vanilla functionality (now recovered, play-testing to reconfirm)
     
    Last edited: Oct 23, 2017
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  8. Yataka Shimaoka

    Yataka Shimaoka Active Member Tester Translator/Writer
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    GG Filmboy!
     
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