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Reworking explosion damage detection



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 Reworking explosion damage detection 
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HiRezMick
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Joined: Fri Jul 13, 2007 2:21 pm
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Location: Atlanta, GA
Post Reworking explosion damage detection
As we are looking into the design balance of base assets, we've noticed that taking damage from explosions can be unreliable. This morning I reworked the algorithm for detecting whether a target gets affected by an AOE explosion. To be clear, this is not changing what makes a projectile explode; instead this changes what gets detected within an explosion.

For an example of the problem, take a look at this base turret on Dry Dock. Even though a blast may envelop the turret when an explosion originates on the vertical section of the lower base, the turret wouldn't take any damage using the old algorithm.
Image

Under the new system, this turret would take damage with such a hit.
Image

And just for a point of comparison, certain types of surfaces that face away from the target will still block shots. The concave part of the generator stand here will still block damage towards the generator, as will a wall, or the underside of a floating platform holding a turret.
Image

There are other times that AOE explosions have left targets unscathed, such as a player on a very steep hill. This new way should fix those cases as well.

Hit detection can be tricky and expensive business. Luckily this new method should be more reliable and actually perform a bit better. We will heavily play test these changes internally to make sure it plays well. If it does, expect it in the next patch.


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Thu Dec 06, 2012 10:42 am
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