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Flubber
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With a view of the Rockies
Aug 2000 time: 22:22
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quote: Originally posted by CEO Aaron
Seems to me that self-destructing is a tactic best used when either A) You're hopelessly outnumbered by a large amount of inferior units or B) You were planning on decommissioning a unit to begin with, but don't want to bother to haul it to a friendly base to recycle the minerals. |
No It can actually be very effective even with relative tech parity when an invader is approaching with a stack of units with accompanying arty and air cover. Essentially the bigger the stack, the more effective it is.
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Ogie Oglethorpe
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Marietta, GA
Dec 1999 time: 05:22
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Ahh Mario,
You of course are correct
Hits are expressed without the 100. The 100 was my own convetnion to express damage percent against fission/natives units only. In reality the hits are strictly the expression sans 100 multiplier. The rounding takes place on the hits number.
I suppose proper expression of the formula would then be:
Hits = Int(weapon * reactor)/2
Where max hits deleivered can not exceed 10*reactor.
I beleive Tau Ceti discovered that mega weapons such as singularity laser etc. will not allow damage greater than 10 hits/reactor level but instead the damage is capped at 10/reactor.
Last edited by Ogie Oglethorpe on 01-10-2002 at 02:44
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MariOne
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Erewhon in Neverland
May 1999 time: 06:22
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there is still something obscure to me as to how the damage is dealt and distributed between victims.
From posts here and at CGN, it would look like the fromula should read:
HitPoints damage inflicted = INT(W*R/2) * 10
{you must include the /2 *inside* the parenthesis, or the INT operator is moot }
From your examples I assume that "unused" destruct damage is carried over onto next units in the stack.
You say a "Fusion Fusion" unit (10-x-x*2) would destroy 10 Fission Jets.
From your formula, this makes hits = 10, and this would be enough to only kill ONE fission unit with 10 HPs.
Maybe your formula calculates "whole units".
For HitPoints, you should multiply by 10 as I wrote above.
In your example this would yield
HP=(W*R/2)*10=(10*2/2)*10=100HP
Each Fission Jet has 10HP, so the math would fit.
Does this mean that if I detonate a missile Fisson unit, HP inflicted = 30, and I have two Fission units stacks adjacent, one with 4 units and the other with 5 units, I'd kill 3 units from EACH/EVERY stack, leaving one unit alive (and unscathed) in the first stack, and 2 units alive in the 2nd?
What if the stacked units are different, in which order would the game pick them (as defender's armor apparently has no role in this)?
And what if I have units with different reactors inthe stack?
Say I have 1 Fusion and 3 Fission in the adjacent stack, and I detonate my 6-1-1*1.
I inflict 30 HP damage: will I take down 3 Fissions and leave the Fusion undisturbed, or will I take down 1 Fusion and 1 Fission, leaving 2 other Fissions standing?
And what if the defending stack is partially damaged?
Will the inflicted HP be consumed only as needed?
Detonating a Laser Fission ( (2*1 / 2)*10 = 10HP), can I take down two stacked units, if one has only 4HP and the other 6HP left?
Finally, are your OWN adjacent units immune from detonation damage? And your Pactmate's?
What's ther after "finally"? 
j/k
allow one more language question, and forgive my dificulty with english.
You say
"the ability to resist... is mitigated" by being in a base/bunker
I understand this as if in a base/bunker the defender's resistance is made lower... which is the contrary of common sense...
Should I understand that *the attack* is mitigated, and inside a base/bunker defenders are "somewhat" more resistant to detonation attacks?
Or are they *totally* immune???
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MariOne
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Erewhon in Neverland
May 1999 time: 06:22
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Dang, something is not quite coming together yet.
you say
quote: Hits = Int(weapon * reactor)/2
Where max hits deleivered can not exceed 10*reactor.
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but then you say
quote: A single 10-1-1*2 infantry unit that self destructs next to that stack will eradicate the entire stack of 10 needlejets as each and every unit adjacent to the self destructing unit is damaged. |
with your formula,
W=10
R=2
hits=10
Max damage =10*R=20
but wat are those 10 "hits"? If they are Hitpoints, the are not enought to kill 10 Jets as you say.
If, as I got it, the formula is instead
HP=int(W*R/2)*10
then your unit would inflict 100HP damage.
But then, as for big_canuck's max_damage limit, you would only be able to inflict 20HP dmage, enough to kill only TWO fission Jets and not the whole stack of 10...
Mind, there would be a difference of a scale of 10 between the 2 formulas, and this would make quite a difference in the effectiveness of self-destruction technique...
Please clarify.
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MariOne
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Erewhon in Neverland
May 1999 time: 06:22
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quote: ...each and every unit adjacent to the self destructing unit is damaged. |



FLASH!
sorry if it took me 3 posts to get it.
Were you attempting to explain me that...
...the calculated damage is individually inflicted to every adjacent unit, REGARDLESS OF STACKING ??????
So, I'd finally understand that your formula was correct, and not *10 HP factor was needed!
BTW, you counldn't choose a *worse* example, as a stack with exaclty TEN units, just like TEN are the hitpoints of one (fission) unit... 
So, let's say that I have a stack with 17 units, and I detonate a Laser Fission units or a Scout Fusion one, yielding 1HP damage...
I would then inflict that single HP damage to each and every ajdacent unit, regardless how mant they are and how they're stacked.
I'd inflict 1 HP on every single unit of those 17, leaving 17 units with 1 HP less they had before...
Had the units been 99, I'd have inflicted 1 HP on every single of those 99 units....
According to this, as a Conventional payload is equiparated to a 12 weapon (or is the DW display wrong? I thought it was 18...), a Fusion Conventional missile would detonate with 12 HP damage, costing 6 rows to build, while a Tachyon Fusion infantry would detonate with the same damage, costing the half to build... (of course, it lacks the missile's delivery range...)
Did I finally got it right? 
However, let someone who taught use of MS Office programs for a living for 10 years long tell you...
I might be dense, but you have to go a long way to learn to make things clear when you explain them...

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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:22
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I don't use artillery all that much. When I do, I almost never put it adjacent to the enemy...rather defeats the point, I think.
But...a similar effect can be had with a rover or tank. If you can kill one unit in the stack and collateral damage the rest, self destruction might then destroy them all. Alternatively, an intial self-destruct to weaken the best defender, then a rover attack, trying to get the rest with collateral damage.(and maybe a second self-destruct?)
Problem with this approach is that you generally only do self-destruct when you're out-gunned and/or outnumbered, so having two units to throw away might be an unaffordable luxury.
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MariOne
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Erewhon in Neverland
May 1999 time: 06:22
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NOW that we all start from equal understanding basis ...
I would say (sepaking from theory and never having tested it):
b_c:
scouts DO HAVE some weapon!
they have strength 1 weapons (hand-weapons)
indeed scout patrols are NOT non-combat units (i.e., they ARE combat=weaponed units)
Thus from the formula with W=1 and R=2, HP=1
OgOg:
before Fusion, the best weapon you usually have is Chaos (you might go for UFT=Tachyon weapons, but I only saw buster go down that path once, usually you beeline for Fusion, and from there SuperLube>Orbital>AdvSF is at reach).
A Chaos Fission unit inflicts then only 4 detonation HPs damage.
Any means which will lower the enemy's health should provide your kamikaze(s) the margin to kill them instead of just hurting them.
By the time you have Fusion R, units are cheaper, and 10-strength weapons (Fusion Lasers) are not far away.
I can't recall offhand, but even if a step up in the Fusion units costs does indeed kick in above Chaos, why bother to detonate a Chaos Fusion unit (8HP inlficted), requiring some preventive 20% enemy HP softening, and not directly detonate a slightly more expensive 10-x-x*2 unit (10HP inflicted)?
Of course this is valid if you can plan it. I admit that if you have to deal with what you have available in a nick of time (after Fusion but before SuperLube, and/or due to logistic restraints), you'll have to do with what you have at hand....
Mongoose:
"outgunned" does not fully express what you yourself had made previously clear.
Detonation is most useful when due to technical restraints you cannot attack the enemy in the first place (leave alone gunpower ratio). E.g. you lack SAM ability against Jets.
And anyway, "outnumbered" does not only mean 1 vs many. If you have 3 units against 10, "throwing away" all the 3 of them "could" not be a luxury, but even convenient, especially if they'd be toasted anyway...
The discriminating points are:
- urgence of the damage you need to deal against the impending enemy threat
- expectation of future damage that unit could deal if surviving (and repeatedly attack again in next turns), vs one-off more widespread damage it could inflict by detonating
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:22
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A fission chopper (without CBA) has an effective self-destruct range of 39 tiles. 47 tiles for fusion reactor.
That's a long way! IF you can get there undetected.
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