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FoxHound
9 Jul 2010, 11:38
Now there is no more theory, it's fact. The fall damage is not activated depending of the way that the worm fell. Orange wrote during a match in the chat that he knew when the fall damage is not activated. I was with lots of questions about this for a long time. So after his theory, i tested it and he was right. I created a replay file with 508% of fall damage to show and prove that his theory was right. Please press page down when you watch the replay.

The conclusion about the fall damage activation had a perfect and short definition after a post:



"The fall damage is not activated at the time when the worm hits the land after a blast."

Notes:

1. If the worm hits 2 lands after the blast, only the latter hitting has the fall damage.
2. The "land" above means anything that is related to terrain (a.k.a. map), including walls. When a worm slides it is hitting the land too.
3. The fall damage "failure" only happens with explosions. Punches or other types of attacks activates the fall damage normally.

Important comment:



"What you're calling a bug is an intentional feature added by Team17. It's there to make worms not take additional "fall damage" (it's about velocity, not distance!) right after they've been blasted by an explosion above them. Without this, you'd be seeing a lot more inconsistency from damage taken from explosions."

GreeN
9 Jul 2010, 11:55
I don't understand why those fall damage values were so high. Although I just watched the replay without wkcolourfix, so did I miss/misread something?

RedMajesti
9 Jul 2010, 12:11
didnt know that either :)

FoxHound
9 Jul 2010, 12:25
The scheme is with 508% of fall damage (more than 5x the normal fall damage). To set different fall damage values, it's necessery external scheme editors, like SchemeEddy (the best one in my opinion).

franpa
9 Jul 2010, 12:32
All of the rules regarding fall damage that you posted should be fairly well known amongst serious wormers. I knew about them already.

Pac-Man
9 Jul 2010, 13:15
Nice replay, unexpected low damage loss in turn 2.

Explorer
9 Jul 2010, 13:35
The same bug happens in WWP. I tested it just now.

double post edit

The bug is pretty simple: The fall damage is not activated at the time when the worm hits the land 'just' after a blast. If the worm hits 2 lands after the blast, only the latter hitting has the fall damage.

FoxHound
9 Jul 2010, 14:32
Note that if the worm fall after a blast but hits a wall the fall damage is activated. I will put a better replay, i discovered that the bug only happens with explosions not with punches.

Explorer
9 Jul 2010, 14:49
Note that if the worm fall after a blast but hits a wall the fall damage is activated.

The "land" I said above means anything that is related to terrain (a.k.a. map), including walls.

FoxHound
9 Jul 2010, 14:53
Ah understood, true. When the worm slides he is hitting the land too before fall.

CyberShadow
9 Jul 2010, 14:58
What you're calling a bug is an intentional feature added by Team17. It's there to make worms not take additional "fall damage" (it's about velocity, not distance!) right after they've been blasted by an explosion above them. Without this, you'd be seeing a lot more inconsistency from damage taken from explosions.

GreeN
9 Jul 2010, 15:01
Literally never heard of that before :confused:

KRD
9 Jul 2010, 15:16
I cringe every time someone calls this a bug. It's a vital mechanic of the game, providing an extra layer of depth to most of the competitive schemes played on WormNet. :confused:

pisto
9 Jul 2010, 15:37
Instead, I expect worms to feel more pain if they get pushed on ground by an explosion.

Likewise, get a higher damage and be thrown faster if a zook hits them with as the projectile speed is higher.

CyberShadow
9 Jul 2010, 15:46
Instead, I expect worms to feel more pain if they get pushed on ground by an explosion.Then you get a big difference in damage depending on which side of the worm you place the grenade.

Likewise, get a higher damage and be thrown faster if a zook hits them with as the projectile speed is higher.This is unrelated :p AFAIK, exploding projectiles' velocities aren't translated to worms.

pisto
9 Jul 2010, 16:25
Then you get a big difference in damage depending on which side of the worm you place the grenade.
that's exactly what I'd like.
This is unrelated :p AFAIK, exploding projectiles' velocities aren't translated to worms.
well, it's about realism. I know realsim is not equal to enjoyable and playable, but since it isn't in w:a we can't judge.

mmmmh, what about a wormkit module for testing these.

Pac-Man
9 Jul 2010, 16:30
Would be interesting to see always-fall-damage (also when being hit) in a teststuff mode, or a video by CyberShadow? :O

FoxHound
9 Jul 2010, 16:37
what about a wormkit module for testing these.

:o I would love to test this WormKit Module! I'm a WormKit Modules' fan. Your work in RubberWorm is fantastic! For me would be a pleasure be one of the players that stimulated the creation of an interesting WormKit Module like this one. I wonder why suddenly WormKit is not working well on both of my computers anymore :(.

Explorer
9 Jul 2010, 16:42
What you're calling a bug is an intentional feature added by Team17. It's there to make worms not take additional "fall damage" (it's about velocity, not distance!) right after they've been blasted by an explosion above them.
For me, it may be too intentional. Years ago, in a game I played with my brother, I used a banana (maybe with Damage x2) to blow up an opponent worm. The worm then flied about 2000px high before landing, and when it lands, it does not take as much damage as I expected. (I expect 300hp.) I've forgotten how much it actually takes, though.

CyberShadow
9 Jul 2010, 16:52
A velocity limit would have prevented insane fall damage in that case anyway. I think the maximum amount of fall damage you can get is 67 HP at normal FD settings.