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Shooter’s range



AuthorShooter’s range
Generally, we know shooters only deal full damage when our troops stepped into 6 tiles around them. I’m quite unclear with the 6 tiles, especially large creature with shooting ability eg. Centaur
I’m not sure whether the shooting range of large creature is larger than the small one.
So can anyone show the 6 tiles (or correct me if I’m wrong) so I can avoid making stupid moves?

Case 1 (Normal shooter)
1_ | x | * | * | * | * | * | * | * | * | * | * | * |
2_ | x | x | x | * | * | * | * | * | * | * | * | * |
3_ | x | x | x | x | * | * | * | * | * | * | * | * |
4_ | x | x | x | x | x | * | * | * | * | * | * | * |
5_ | x | x | x | x | x | x | * | * | * | * | * | * |
6_ | x | x | x | x | x | x | * | * | * | * | * | * |
7_ | s | x | x | x | x | x | x | * | * | * | * | * |
8_ | x | x | x | x | x | x | * | * | * | * | * | * |
9_ | x | x | x | x | x | x | * | * | * | * | * | * |
10 | x | x | x | x | x | * | * | * | * | * | * | * |
11 | x | x | x | x | * | * | * | * | * | * | * | * |
12 | x | x | x | * | * | * | * | * | * | * | * | * |
13 | x | * | * | * | * | * | * | * | * | * | * | * |
14 | * | * | * | * | * | * | * | * | * | * | * | * |

Case 2 (Large Creature)
1_ | x | x | * | * | * | * | * | * | * | * | * | * |
2_ | x | x | x | x | * | * | * | * | * | * | * | * |
3_ | x | x | x | x | x | * | * | * | * | * | * | * |
4_ | x | x | x | x | x | x | * | * | * | * | * | * |
5_ | x | x | x | x | x | x | x | * | * | * | * | * |
6_ | x | x | x | x | x | x | x | * | * | * | * | * |
7_ | s | s | x | x | x | x | x | x | * | * | * | * |
8_ | s | s | x | x | x | x | x | x | * | * | * | * |
9_ | x | x | x | x | x | x | x | * | * | * | * | * |
10 | x | x | x | x | x | x | x | * | * | * | * | * |
11 | x | x | x | x | x | x | * | * | * | * | * | * |
12 | x | x | x | x | x | * | * | * | * | * | * | * |
13 | x | x | x | x | * | * | * | * | * | * | * | * |
14 | x | x | * | * | * | * | * | * | * | * | * | * |

S = shooter
x = full damage range
Consider as an example if the speed of the shooters is 6 then all the tiles that it can move to, the shooter will deal full dmg on those tiles.
Hmm... that seems make sense
Thanks :D
Your pattern is not right. I cant fix it from cellphone but in general, 5th column or row from shooter you must include one more tile to range, the same to 4the etc. maybe someone will rewrite your pattern
Note that not all shooters have range 6.
Consider shooter speed/range is 6.
Cost of moving to an adjacent horizontal/vertical tile =1

Cost of moving to an diagonal tile is ~=1.4

U have to calculate the least cost when moving to any tile. If the cost exceeds its speed then it cannot move there.

Example,
Cost of moving 3 horizontal tile is 1+1+1=3
Cost of moving 2 horizontal and 1 diagonal tile is 1+1+1.4=3.4
Consider as an example if the speed of the shooters is 6 then all the tiles that it can move to, the shooter will deal full dmg on those tiles.
This is not true.
5th column or row from shooter you must include one more tile to range,
This.

You can check a picture I have, in my personal photos, where it shows the Shooter's range clearly.
You can notice its not exactly like a 6 Speed unit walking movement.
Tell me if the link works properly:
https://dcdn.lordswm.com/photos/0000039/928-adef5487.jpg
for Ipsen:
U have any source from where u got this image. I would like to see if they gave any description explaining y it is that way.

In the image, the aimed shot tiles(3 tiles) agree with what i said in my previous post. The cost of all tiles is less than 3.

The full range doesn't agree with it. The extra tile u mentioned costs 6.2.
Yes,the image is right, like I wrote in post 4
for H3LL51nG:
Here: https://www.tapatalk.com/groups/angelsndemons/viewtopic.php?f=28&t=123&p=3393&hilit=Shooter#p3393
So my diagram is only showing movement with 6 speed?
I got something to add up on this but need to get on my place.
I mean my pc.
Ok so i have read the document thats been shared. The first thing that comes to my mind is whether Jedi got the info on these mechanics from the devs or has he written this based on assumptions or his understanding of the game?

Before I start my explanation I just want to convey that I mean no disrespect to any individual or clan. I am doing this solely coz i'm a good samaritan and thought i should help if there's some misguided info.

Coming to the topic at hand, Jedi seems to have made the assumption that the movement/shoot range work on the principles of coordinate system(Shortest distance to any given point is a straight line from the vantange point). Well, he is partially right. He is wrong when it comes to movement and right on range aim mechanics. I will explain both.
To be contd…
Movement:

I say that Jedi is wrong in assuming the movement follows Coordinate system because it doesn't. It follows a Tile-Coordinate system which is more or less similar to the A* algorithm(It’s used in path finding solutions for AI).

To put it simply, The units don’t move in a straight path from its position to any given path. They move from tile to tile. Take this match for example,

https://www.lordswm.com/war.php?lt=-1&warid=942217852&html5=1

If u notice in the start when my spawns hit 2 enforces, I moved to a tile 3 paces left and 1 pace up. So how did it move? According to Jedi it should have moved in a straight path with no obstacles but it didn’t. Instead it went 2 paces left and diagonally up 1 pace. Why? It’s simple, I have explained it in my earlier post. It calculates the speed/cost required to reach any given tile. If the speed/cost required is less than unit’s speed it can move there.

1 tile horizontal/vertical = 1 speed
1 tile diagonal = sqrt(2) ~= 1.4 speed

Case 1: So 2 pace left and 1 pace diagonal up is
1+1+1.4 = 3.4 < 5(spawns speed)

Case 2: It could have also moved 3 paces left and 1 pace up, that is
1+1+1+1 = 4. 4>3,4. Hence it chose former as the shortest distance.

Case 3: It can also move 1 pace diagonally up and 2 pace left.
1.4+1+1 = 3.4

At this point, it chose the first one(either randomnly or due to some order of precedence I’m not aware of). If it can not move using solution 1 due to obstacles in path. It will choose case 3.

Also according to Jedi’s logic the unit should be able to move full paces horizontal/vertical even if there are some obstacles. However, Jedi gives an unsatisfying expllanation saying it follows the next shortest path but doesn’t explain how. TBH he doesn’t even explain how units walk around obstacles.

I hope this explains movement mechanics. I am happy to chat if u have doubts.

I will continue this by explaining shoot mechanics.
may I suggest a simple way to decide ?

if you can find same unit far away, put your mouse over it and see damage range. them move cursor back to your target and compare if you are shooting in range or half ;)
Shoot Range(Assumption):
I said Jedi is right in using the coordinate system. U may want to know y would we need 2 systems to calculate rannge? Can't we use the same Tile-Coordinate system?

I thought so too. But then i spent a moment and i realized the movement/shoot range have different goals.
1. Movement system calculates the shortest path which may have obstacles.
2. Range system dosn't bother about obstacles. It just needs to know whether a target is close or not.

So, a coordinate system is the best method for a simple reason, less calculations.

So to answer the question posted by this post, Shoot range uses coordinate system and hence follows pattern shown in the images shared.

To put it simply, If the shooter's range is 6 then just draw a circle with the shooter at center and radius 6. All the tiles that are fully inside the circle are in range. The tiles which are partially inside or outside the circle are not in range.
I think this question has been answered so am locking.

Cric if you think otherwise get in touch.
closed by Meshy (2018-12-28 20:34:47)
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