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ablafer
21 Nov 2006, 17:26
Check both games: (this is deathmatch btw)

The first game ends with me receiving a direct hit by a bazooka and being dealt 55 damage. (due to some falling damage)

Notice my last turn on the second game - I scored an almost direct hit on the last enemy worm with a homing missile, and he fell from a much greater distance than in game 1. Somehow, he was dealt only 29 (that's right - twenty-nine) damage.

I was wondering if this is some sort of bug; I was pretty ****ed off by these losses. Even though I saved my up-to-then perfect record (thanks to the alt-f4 abuse right before the game ends), I still dropped a rank, and had to play all over again.

Run
21 Nov 2006, 18:01
That homing missile was far from spot on:

http://content.imagesocket.com/images/untitled205.PNG

I'd say that 29 is about right for that.

Also, there was no fall damage. Absurd, i know, but fall damage is usually only applied when the victim touches terrain between his point of origin and his landing. In this case he was blasted right off of the hill and didn't touch any terrain until he landed (after which he stopped falling, of course).

Here's a wonderful demonstration of the effect. (http://www.nanacide.com/stuff/fooldamage.WAgame) One of the victims gets fall damage because he slid off the cliff edge, and therefore touched terrain on the way down, whereas the other was simply propelled upwards, didn't touch any terrain before landing, and so didn't take fall damage.


This is as i understand it, anyway. It' probably a bit more complex than i'm making it out to be.

DragonQ
21 Nov 2006, 18:35
Beating the Deathmatches is all about knowing and abusing the CPU's strategy. It's really not that hard. The best tactic is to end every turn by placing your Worm near enough to one of their worms so that they will not attack you. Getting back to Elite should take no time at all.

catbeef
25 Nov 2006, 05:44
from my old days of making battle races (which is about 3 years ago now), i believe the height from which a worm has to fall (or go up and fall back down) in order to be injured is 120 pixels, or something around that.. it's quite a long way, considering a worms map is only 696 pixels tall.

Don Deano
25 Nov 2006, 14:44
That homing missile was far from spot on:

http://content.imagesocket.com/images/untitled205.PNG

I'd say that 29 is about right for that.

Also, there was no fall damage. Absurd, i know, but fall damage is usually only applied when the victim touches terrain between his point of origin and his landing. In this case he was blasted right off of the hill and didn't touch any terrain until he landed (after which he stopped falling, of course).

Here's a wonderful demonstration of the effect. (http://www.nanacide.com/stuff/fooldamage.WAgame) One of the victims gets fall damage because he slid off the cliff edge, and therefore touched terrain on the way down, whereas the other was simply propelled upwards, didn't touch any terrain before landing, and so didn't take fall damage.


This is as i understand it, anyway. It' probably a bit more complex than i'm making it out to be.

Run is correct, fall damage is only applied when the worm touches terrain or a border before hitting the ground.

yakuza
25 Nov 2006, 15:45
Run is correct, fall damage is only applied when the worm touches terrain or a border before hitting the ground.

Only if it's the worm getting hit though, you can get fall damage without touching any wall if it's your own worm in your own turn =)

ablafer
3 Dec 2006, 04:33
That homing missile was far from spot on:

http://content.imagesocket.com/images/untitled205.PNG

I'd say that 29 is about right for that.

Also, there was no fall damage. Absurd, i know, but fall damage is usually only applied when the victim touches terrain between his point of origin and his landing. In this case he was blasted right off of the hill and didn't touch any terrain until he landed (after which he stopped falling, of course).

Here's a wonderful demonstration of the effect. (http://www.nanacide.com/stuff/fooldamage.WAgame) One of the victims gets fall damage because he slid off the cliff edge, and therefore touched terrain on the way down, whereas the other was simply propelled upwards, didn't touch any terrain before landing, and so didn't take fall damage.


This is as i understand it, anyway. It' probably a bit more complex than i'm making it out to be.

Thanks for the detailed explanation.

However, I am curious as to whether this is a bug or a feature. Logical reasoning makes it hard for me to imagine that it is intended to be that way. :(

Run
3 Dec 2006, 08:50
I suppose it can be considered a bug, but there are many more such 'bugs' in the game and most of them keep things interesting. Some might argue this one keeps things interesting.

It's unlikely to be fixed, but there might be an 'option' introduced. Generally DC & CS like to turn percieved 'bugs' into options rather than fixing them outright, just to keep everyone happy :)