VeteranCombat: Difference between revisions
EvilRenegade (talk | contribs) No edit summary |
Doesn't work with IsSonic, at least not in TS/FS. |
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{{Flag | |||
|name={{PAGENAME}} | |||
|files={{Categ|ini=Rules}} | |||
|values={{values|float}} | |||
|default=1.0 | |||
|types={{Categ|General}} | |||
|ts=yes | |||
|fs=yes | |||
|hp=yes | |||
|ra2=yes | |||
|yr=yes | |||
|ares=yes | |||
}} | |||
== | This is one of the several Veteran Factors that control the bonuses given by {{f|VeteranAbilities|link}} and {{f|EliteAbilities|link}}. | ||
{| | |||
| | Contrary to popular belief, these bonuses do ''not'' stack, meaning that a {{tt|FIREPOWER}} elite bonus will '''not''' further increase the damage dealt by a unit with a {{tt|FIREPOWER}} veteran bonus. | ||
==In {{ts}}== | |||
{{tt|VeteranCombat}} is an additive multiplier to [[damage]] dealt by the object's [[Primary]], [[Secondary]], and, in case of {{f|EliteAbilities{{Equal}}FIREPOWER}}, [[Elite]] weapons. | |||
: Damage * (1.0 + VeteranCombat) | |||
| | '''Example:''' If the unit's weapon deals 100 base {{f|Damage}}, then the hit would be increased to 125 (assuming {{f|VeteranCombat{{Equal}}0.25}}). | ||
| | : '''100 * (1.0 + 0.25) = 125''' | ||
==In {{ra2}}== | |||
Similar to TS, except the math has been simplified. {{tt|VeteranCombat}} is now a direct multiplier to the base {{f|Damage}} inflicted by the [[weapon]](s) of objects that benefit from the {{tt|FIREPOWER}} promotional bonus. | |||
'''Example:''' If the unit's weapon deals 100 base {{f|Damage}}, then the hit would be increased to 110 (assuming {{f|VeteranCombat{{Equal}}1.1}}). | |||
| | : '''100 * 1.1 = 110''' | ||
| | {{bugs}} | ||
| | {{tt|VeteranCombat}} has no effect if the weapon uses a [[IsSonic|sonic wave]]. | ||
| | |||
| | |||
|} |
Latest revision as of 07:55, 24 March 2021
Flag: | VeteranCombat |
File(s): | Rules(md).ini |
Values: | Floating point values: Any decimal number (clearer range should be added in Template:Values). |
Default: | 1.0 |
Applicable to: | General |
This is one of the several Veteran Factors that control the bonuses given by VeteranAbilities and EliteAbilities.
Contrary to popular belief, these bonuses do not stack, meaning that a FIREPOWER elite bonus will not further increase the damage dealt by a unit with a FIREPOWER veteran bonus.
In Tiberian Sun
VeteranCombat is an additive multiplier to damage dealt by the object's Primary, Secondary, and, in case of EliteAbilities=FIREPOWER, Elite weapons.
- Damage * (1.0 + VeteranCombat)
Example: If the unit's weapon deals 100 base Damage, then the hit would be increased to 125 (assuming VeteranCombat=0.25).
- 100 * (1.0 + 0.25) = 125
In Red Alert 2
Similar to TS, except the math has been simplified. VeteranCombat is now a direct multiplier to the base Damage inflicted by the weapon(s) of objects that benefit from the FIREPOWER promotional bonus.
Example: If the unit's weapon deals 100 base Damage, then the hit would be increased to 110 (assuming VeteranCombat=1.1).
- 100 * 1.1 = 110
Bugs/Side-Effects/Unexpected Limitations
VeteranCombat has no effect if the weapon uses a sonic wave.