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Difference between revisions of "VeteranCombat"

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(Doesn't work with IsSonic, at least not in TS/FS.)
 
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This is a multiplier to weapon damage. It is applied every time an object gets promoted to a higher level.
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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
 +
}}
  
==Example==
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This is one of the several Veteran Factors that control the bonuses given by {{f|VeteranAbilities|link}} and {{f|EliteAbilities|link}}.
{|
+
 
|
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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.
!Base Damage
+
 
!Multiplier
+
==In {{ts}}==
!Total Damage
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{{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.
|-
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!Rookie
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: Damage * (1.0 + VeteranCombat)
|100
+
 
|
+
'''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
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: '''100 * (1.0 + 0.25) = 125'''
|-
+
 
!Veteran
+
==In {{ra2}}==
|100
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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.  
|x 1.1
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|110
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'''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}}).
|-
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: '''100 * 1.1 = 110'''
!Elite
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|100
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{{bugs}}
|x 1.1 x 1.1
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{{tt|VeteranCombat}} has no effect if the weapon uses a [[IsSonic|sonic wave]].
|121
 
|-
 
!4th Level
 
|100
 
|x 1.1 x 1.1 x 1.1
 
|133.1
 
|-
 
|}
 

Latest revision as of 09:55, 24 March 2021

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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

Cc alert.png Bugs/Side-Effects/Unexpected Limitations

VeteranCombat has no effect if the weapon uses a sonic wave.