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BunkerWeaponRangeBonus
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| Flag: | BunkerWeaponRangeBonus |
| File(s): | rules(md).ini |
| Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
| Default: | 2 |
| Applicable to: | CombatDamage |
Defines a global bonus to the weapons' Range when they are fired from inside Tank Bunkers.
Unlike the OccupyWeaponRange flag, this is a bonus because there are no other shooters to worry about.
Notes
This only changes the weapon's range, and does not affect the active acquisition range.
- However, if a unit enters a bunker, its acquisition range will use the original range of the longest among all current weapons[1] plus the increment set by AirRangeBonus[2], and then take the smaller value between that and the used weapon's range plus BunkerWeaponRangeBonus.
- For example: with BunkerWeaponRangeBonus=2, a unit in a bunker with primary weapon Range=4, secondary weapon Range=5, and AirRangeBonus=1, when using the primary weapon to attack a target, actually uses 6 as the acquisition range, which also exactly matches the actual range. But even if AirRangeBonus and/or the secondary weapon's Range continue to increase, since the primary weapon's Range + BunkerWeaponRangeBonus = 4 + 2 = 6, it will ultimately be limited to a range of 6 cells.
Footnotes
- ↑ For an IFV, there is only one current primary weapon.
- ↑ Since AirRangeBonus can be set to negative and still participate in the calculation, it is useful for adjusting the range after the unit enters the bunker.