Let me start by saying that these numbers are reverse deduced from the UI. As a result, some numbers may be off if Kixeye has fudged the UI, the display of ranges, and could be offset. As a result, I'm relying on YOU to test them out and raise the issues you have, I'll adjust the guide as needed.

Also, there is some math involved. If you hate numbers, skip most of the post. If you like to play "by feel" then don't read at all. K? Let's go.

Kixeye's War Commander is an isometric view game. This means that whole the game is 2D, but, instead of a top view, it is displayed as if you are looking at the table at an angle. This is much easier to write and easier on resources than 3D, and it looks better than 2D, hence its name of 2.5D.

First, let's fin the ratio. If you place a L5 plasma turret in a base, it displays a range circle. For plasma, this is 1356 pixels wide and 678 pixels high. Plasma has a range of 479 in-game, so the correction factor for X is ~2.83 and the correction factor for Y is 1.415. Those of you more mathematically inclined, you may have recognized these, these are magic numbers. Respectively, one is the double of the other, and the smaller number is SQRT(2).

This means that the display is twice wide as it is high, for once, so the range display is really an ellipse, whose equation we'll need later. The reason behind the SQRT(2) is a bit of a mistery. It could be a leftover from an initially 3D engine, it could simply be a cosmetic figure to zoom the combat from a math fan. Or, it could be the game is aligned by X and Y and then rotated 45 degrees. Either way, it's good.

Let us test this theory of mine, shall we?

First, a War Commander image:

Nice. Now, let's test that 2:1 skew ratio:

Squares. Circles. Now we're cooking. Let me straighten that for you:

Theeere we go. Unfortunately, since I'm working raster, I'll have to measure in the skewed displayed version, because this much processing is blurring the edges.

So the math goes like this:

Plasma

X: 1356 px, Range 479, X skew: 2.83

Y: 678 px, Range 479, Y skew: 1.415

Let us check our numbers:

MGT:

X: 976 px, skew 2.83, Projected range: 344.87

Y: 488 px, skew 1.415, Projected range: 344.87

Real range: 345.

So we can safely say that measured range is reliably producing numbers both ways. Cool, so now we have the math to actively measure ranges.

To simplify, we will reduce the game to 2D. This is done by reducing the game to 2:1 wide-wise. As a result, all buildings become square and isometrics is all but eliminated, with a universal correction factor of SQRT(2) (because it's at 45 degrees).

A turret measures at 140 px by 70 pixels, which is to say that reduced to one side, it's 70x70, minus the isometrics. As a result, the actual space it eats up in range is:

70 / 1.415 = 49.49. This is just under 50. Because I'm lacking info from Kix, my precision is limited to rounding errors, but however you round it, it is UNDER 50. Meaning, if a turret glued to another turret has 50 range on you it*might* launch. 49 will not, 51 will. I'm **guessing **50 will, because my experience is Kix uses Round() and, unlike me, they probably have round numbers in definitions and round the UI, whereas I'm doing the reverse. If I were you, I'd go with 50 and assume 50 is a hit.

A bunker measures 200 by 100, minus the isometrics, it's 100/100 with a correction factor of 1.415, so that becomes:

100 / 1.415 = 70.71. This is OVER 70, meaning that if a turret is behind a bunker, it needs to have at least 70 in range to ice you. Again, rounding, etc. I don't know if it launches at 70, but it will launch if it has 71 on you and will not at 69. Again, limitations of the GUI.

A wall is 42/21.

21/1.415 ~= 15.

Now, the smaller an object becomes, the less reliable the measurement of its size, because of anti-aliasing. I'm off by 1-2 pixels, so it could be 42/21, but it could be 38/19 as well. No matter, however, because:

22 / 1.415 = 14.8

It can't be more than 21 because at 22 it would be 44 wide and it isn't.

So a wall is ~15 range. However, if the image is mathematically processed,**it says 16**. I tend to think it is right, as odd numbers in building sizes make very little sense. Keep this in mind when looking at ranges. There is little I can do, the game has some AA and the models have been processed.

Hopefully, by this time the ranges Kix have set start to make sense to you.

Plasma is 479.

Hellfire is 475. (-4)

Mega/Chal is 390 (-89)

So, a hellfire can safely engage a wall next to a Plasma, but not the Plasma itself. However, at 89 reach advantage, the plasma can ice your mega from behind another turret. Also, it outreaches you from behind a bunker, as well. Not good news for tanks.

Similarly, a RBT has a range of 548. Let's see how it compares to Hellfire (475). That's -73. A 73 reach advantage means that the RBT can ice you when behind a turret, and behind a bunker But a wall is pushing it.

====================

Compounding buildings

When attacking a turret, it's a center versus center battle and it doesn't matter. Simple as could be. But, when attacking another building, this get complicated.

Because attacking is done center to center, it's like a building has a "loss" around it of half its size. For example, if you put a turret behind another turret, the first turret has a 50x50 range size, so it eats 25 range in your direction. The other turret also has a 25 range penalty, so they neatly add up to one turret.

But what of different buildings? Well, a bunker has a 70x70 footprint. So, when attacking a bunker, it has a 35 personal space around its core, which is added to the 25 the turret has. So, added up, it's 60 range. So in spite of the fact that the bunker is 70, the turret behind it only needs a 60 reach advantage to ice you.

,------,------- reach advantage is 25+35, half of 50 and half of 70

_____ _______

| | | | |

|25|25|35 | 35|

|__|__|___|___|

^ ^-- Where you hit

`----------Where the range is calculated

====================

Angles.

You though this was straight up, didn't you?

Attacking at an angle shouldn't matter on a unit versus turret combat, because the lines in any reasonable game is calculated as the distance between the centers of the sprites. So, at any angle, range holds true with careful programming.

But what of attacking buildings at an angle, when there is a turret behind it? Well, now it kind if matters, because as the angle walks around, the square becomes a rhombus, and then a square again. So it varies from Size to size * SQRT(2) and back to Size.

If, for example, you have a building that is not in front of the turret, but an angle, then the size of that building is larger, in straight range. It varies from straight-on (range) to 45 degrees (range * 1.415). With square buildings, that is.

So:

TT

TT

BB TT: Turret

BB BB: Building

||

||

||

UU UU: Unit

In this case, the ranges add up. But.

TT

TT

BB

BB

/

/

/

UU

Now it's the best angle. If BB is another turret, then its range eating power is no longer 50, but 70 diagonally. In fact, the equation itself is like this:

S1 * SQRT(2) / 2 + S2 / 2 * SQRT(2) / 2

Which simplifies as

(Size1+Size2) / 2 * 1.4142

The range is eaten by half of a turret's width (add Pitagora because it's angled) and half of the (building you attack)'s width, because you attack its center.

For 2 turrets, the size is the same and it adds up to 1/2 turret+1/2 turret = 1 turret, or 50. Which is funny, because SQRT(2) * SQRT(2) is 2, so diagonally size is pixels, which is 71.

If, for example, you have a turret and a bunker, you add up half of the turret (the other half is outside range) and half of the bunker (the other half is towards you), so you lose 50/2+70/2 = 25+35 = 60. If you attack diagonally, that's 60 * 1.4142, or 84.85. Again, not knowing how Kix rounds, but that is the general idea.

So

A turret has to outrange you by 60 in a straight line, but 85 diagonally behind a bunker.

A turret has to outrange you by 50 in a straight line, but 71 diagonally behind a turret.

Seems like a weird number, that's a lot of range. Who would outrange what by 85?

Well, RBT outranges all tanks by 84. So no defense glued to a RBT is safe by tank. But people rarely stack their defense diagonally, and your angle needs to be perfect, and no rounding errors, so the reach is usually good.

===========

Arbitrary angles

With an arbitrary angle, math becomes so weird you can't really do in real time as you attack, so I'll restrict to a few nice rules.

Best striking angle is always along the line determined by the centers of the two buildings. Stacked front to back, attack from the front. Diagonally, attack diagonally.

When forced to attack from the side, the range difference is very small, and can only be achieved if the turret has the same range or outranges you by one. Anything more, and don't bother.

TT

TT

UU-------BB

UU BB

The range in this case, is varying from 50 (front) to 0 side, in a very round equation, so the edge is minimal. Because it follows a half moon graph, the range difference is very VERY small at around 90 degrees, a tank's width off center**will not matter**.

====================

Conclusions:

The thick of it is this:

When doing it yourself:

* When computing ranges, measure the range in pixels, vertically, and divide by SQRT(2).

* When hitting buildings, angle doesn't matter (shouldn't matter)

* When stacking defenses, you need to outrange the attacker by 50 if you stack turrets, by 60 if you stack a turret and a bunker. When at an angle, you lose at these values, so put your range-y turrets at corners.

When using:

* RBT 5: 548

* Mortar 5: 498

* Plasma 5: 479

* Cryo 5: 479

* Hellfire: 468

* Tank (Mega/Chal): 390 (warning: Paladin (385) and Behemoth (380) have a lower range)

Vs RBT 5: 548 ==**-158**. Don't even think about it.

Vs Mortar 5: 498 == -118. Again, don't even think about it. Will put a hole through you if it has 2 turrets an a wall in front.

Vs Plasma 5: 479 == -89. Tank can do 2 buildings in front. Can't do one, will get sniped from behind the laser. Will also get sniped diagonally. Basically, Plasma has a no-tank zone for itself and all adjacent defenses.

Vs Hellfire: 468 == -78. Can hit behind a defense. Can NOT hit behind a defense, diagonally.

* Hellfire (475 at L9)

Vs RBT 5: 548 == 73. RBT will hit behind a turret, but not behind 2 turrets and is diagonally challenged. Will not hit behind a turret if there is a wall to target. But**only just**. So turret, turret, wall is safe if you hit the wall with L9 EHFs. Make sure you align correctly. You have about half a wall tolerance.

Vs Plasma 5/ Cryo 5 == 4. A difference of 4 means that it will hit directly, but will NOT hit behind a turret, or even a wall. With 25 range lost by its base alone, even an ant will spoil it. So you can hit any turret near the plasma, unless you go over 80 degrees.

Vs Hellfire 5 == -7. Will outrange safely, but make sure you don't order tanks in formation and target it explicitly. At that difference, half a tank will trigger the Hellfire.

* Razorback has 410, so look at Tank and subtract 20 from the figures. Mortar and RBT still outrange it to Hell and back. Plasma has 69 reach advantage, meaning you barely hit diagonally from a plasma. Hellfire has a 58 reach advantage, meaning you can't hit in line, but CAN hit another turret diagonally. The error is less than a wall, so align yourself properly.

And that's about it.

Turrets are among the smallest buildings around, so get a bearing by that.

A turret in front of another turret means 50 reach advantage.

**TT**TT_______________UU

**TT**TT UU

+<50

A bunker is 60 reach advantage.

**TT**BB_______________UU

**TT**BB UU

+>70

A wall in front has approx 14. So a turret loses 25 and wall another 7, that's 32.

**TT**W________________UU

**TT**W UU

+<32

To get diagonal figures, multiply by 1.4142.

Building wise,

Turrets are 50.

Bunkers are 70, same as power plants, mines and oil pumps, and oil storage, BUT NOT METAL STORAGE. Metal is about half way between a turret and a bunker (~60). Probably because Kix hates COD sufferers. (Cod is OCD, but with the letters in order, as they should be, thank you very much).

So there we have it. A UI reverse math of the range system. You can do your own from here, and see what hits what, and remember to apply all bonuses to base range.

I eagerly await your proof of me being wrong.

Also, there is some math involved. If you hate numbers, skip most of the post. If you like to play "by feel" then don't read at all. K? Let's go.

Kixeye's War Commander is an isometric view game. This means that whole the game is 2D, but, instead of a top view, it is displayed as if you are looking at the table at an angle. This is much easier to write and easier on resources than 3D, and it looks better than 2D, hence its name of 2.5D.

First, let's fin the ratio. If you place a L5 plasma turret in a base, it displays a range circle. For plasma, this is 1356 pixels wide and 678 pixels high. Plasma has a range of 479 in-game, so the correction factor for X is ~2.83 and the correction factor for Y is 1.415. Those of you more mathematically inclined, you may have recognized these, these are magic numbers. Respectively, one is the double of the other, and the smaller number is SQRT(2).

This means that the display is twice wide as it is high, for once, so the range display is really an ellipse, whose equation we'll need later. The reason behind the SQRT(2) is a bit of a mistery. It could be a leftover from an initially 3D engine, it could simply be a cosmetic figure to zoom the combat from a math fan. Or, it could be the game is aligned by X and Y and then rotated 45 degrees. Either way, it's good.

Let us test this theory of mine, shall we?

First, a War Commander image:

Nice. Now, let's test that 2:1 skew ratio:

Squares. Circles. Now we're cooking. Let me straighten that for you:

Theeere we go. Unfortunately, since I'm working raster, I'll have to measure in the skewed displayed version, because this much processing is blurring the edges.

So the math goes like this:

Plasma

X: 1356 px, Range 479, X skew: 2.83

Y: 678 px, Range 479, Y skew: 1.415

Let us check our numbers:

MGT:

X: 976 px, skew 2.83, Projected range: 344.87

Y: 488 px, skew 1.415, Projected range: 344.87

Real range: 345.

So we can safely say that measured range is reliably producing numbers both ways. Cool, so now we have the math to actively measure ranges.

To simplify, we will reduce the game to 2D. This is done by reducing the game to 2:1 wide-wise. As a result, all buildings become square and isometrics is all but eliminated, with a universal correction factor of SQRT(2) (because it's at 45 degrees).

A turret measures at 140 px by 70 pixels, which is to say that reduced to one side, it's 70x70, minus the isometrics. As a result, the actual space it eats up in range is:

70 / 1.415 = 49.49. This is just under 50. Because I'm lacking info from Kix, my precision is limited to rounding errors, but however you round it, it is UNDER 50. Meaning, if a turret glued to another turret has 50 range on you it

A bunker measures 200 by 100, minus the isometrics, it's 100/100 with a correction factor of 1.415, so that becomes:

100 / 1.415 = 70.71. This is OVER 70, meaning that if a turret is behind a bunker, it needs to have at least 70 in range to ice you. Again, rounding, etc. I don't know if it launches at 70, but it will launch if it has 71 on you and will not at 69. Again, limitations of the GUI.

A wall is 42/21.

21/1.415 ~= 15.

Now, the smaller an object becomes, the less reliable the measurement of its size, because of anti-aliasing. I'm off by 1-2 pixels, so it could be 42/21, but it could be 38/19 as well. No matter, however, because:

22 / 1.415 = 14.8

It can't be more than 21 because at 22 it would be 44 wide and it isn't.

So a wall is ~15 range. However, if the image is mathematically processed,

Hopefully, by this time the ranges Kix have set start to make sense to you.

Plasma is 479.

Hellfire is 475. (-4)

Mega/Chal is 390 (-89)

So, a hellfire can safely engage a wall next to a Plasma, but not the Plasma itself. However, at 89 reach advantage, the plasma can ice your mega from behind another turret. Also, it outreaches you from behind a bunker, as well. Not good news for tanks.

Similarly, a RBT has a range of 548. Let's see how it compares to Hellfire (475). That's -73. A 73 reach advantage means that the RBT can ice you when behind a turret, and behind a bunker But a wall is pushing it.

====================

Compounding buildings

When attacking a turret, it's a center versus center battle and it doesn't matter. Simple as could be. But, when attacking another building, this get complicated.

Because attacking is done center to center, it's like a building has a "loss" around it of half its size. For example, if you put a turret behind another turret, the first turret has a 50x50 range size, so it eats 25 range in your direction. The other turret also has a 25 range penalty, so they neatly add up to one turret.

But what of different buildings? Well, a bunker has a 70x70 footprint. So, when attacking a bunker, it has a 35 personal space around its core, which is added to the 25 the turret has. So, added up, it's 60 range. So in spite of the fact that the bunker is 70, the turret behind it only needs a 60 reach advantage to ice you.

,------,------- reach advantage is 25+35, half of 50 and half of 70

_____ _______

| | | | |

|25|25|35 | 35|

|__|__|___|___|

^ ^-- Where you hit

`----------Where the range is calculated

====================

Angles.

You though this was straight up, didn't you?

Attacking at an angle shouldn't matter on a unit versus turret combat, because the lines in any reasonable game is calculated as the distance between the centers of the sprites. So, at any angle, range holds true with careful programming.

But what of attacking buildings at an angle, when there is a turret behind it? Well, now it kind if matters, because as the angle walks around, the square becomes a rhombus, and then a square again. So it varies from Size to size * SQRT(2) and back to Size.

If, for example, you have a building that is not in front of the turret, but an angle, then the size of that building is larger, in straight range. It varies from straight-on (range) to 45 degrees (range * 1.415). With square buildings, that is.

So:

TT

TT

BB TT: Turret

BB BB: Building

||

||

||

UU UU: Unit

In this case, the ranges add up. But.

TT

TT

BB

BB

/

/

/

UU

Now it's the best angle. If BB is another turret, then its range eating power is no longer 50, but 70 diagonally. In fact, the equation itself is like this:

S1 * SQRT(2) / 2 + S2 / 2 * SQRT(2) / 2

Which simplifies as

(Size1+Size2) / 2 * 1.4142

The range is eaten by half of a turret's width (add Pitagora because it's angled) and half of the (building you attack)'s width, because you attack its center.

For 2 turrets, the size is the same and it adds up to 1/2 turret+1/2 turret = 1 turret, or 50. Which is funny, because SQRT(2) * SQRT(2) is 2, so diagonally size is pixels, which is 71.

If, for example, you have a turret and a bunker, you add up half of the turret (the other half is outside range) and half of the bunker (the other half is towards you), so you lose 50/2+70/2 = 25+35 = 60. If you attack diagonally, that's 60 * 1.4142, or 84.85. Again, not knowing how Kix rounds, but that is the general idea.

So

A turret has to outrange you by 60 in a straight line, but 85 diagonally behind a bunker.

A turret has to outrange you by 50 in a straight line, but 71 diagonally behind a turret.

Seems like a weird number, that's a lot of range. Who would outrange what by 85?

Well, RBT outranges all tanks by 84. So no defense glued to a RBT is safe by tank. But people rarely stack their defense diagonally, and your angle needs to be perfect, and no rounding errors, so the reach is usually good.

===========

Arbitrary angles

With an arbitrary angle, math becomes so weird you can't really do in real time as you attack, so I'll restrict to a few nice rules.

Best striking angle is always along the line determined by the centers of the two buildings. Stacked front to back, attack from the front. Diagonally, attack diagonally.

When forced to attack from the side, the range difference is very small, and can only be achieved if the turret has the same range or outranges you by one. Anything more, and don't bother.

TT

TT

UU-------BB

UU BB

The range in this case, is varying from 50 (front) to 0 side, in a very round equation, so the edge is minimal. Because it follows a half moon graph, the range difference is very VERY small at around 90 degrees, a tank's width off center

====================

Conclusions:

The thick of it is this:

When doing it yourself:

* When computing ranges, measure the range in pixels, vertically, and divide by SQRT(2).

* When hitting buildings, angle doesn't matter (shouldn't matter)

* When stacking defenses, you need to outrange the attacker by 50 if you stack turrets, by 60 if you stack a turret and a bunker. When at an angle, you lose at these values, so put your range-y turrets at corners.

When using:

* RBT 5: 548

* Mortar 5: 498

* Plasma 5: 479

* Cryo 5: 479

* Hellfire: 468

* Tank (Mega/Chal): 390 (warning: Paladin (385) and Behemoth (380) have a lower range)

Vs RBT 5: 548 ==

Vs Mortar 5: 498 == -118. Again, don't even think about it. Will put a hole through you if it has 2 turrets an a wall in front.

Vs Plasma 5: 479 == -89. Tank can do 2 buildings in front. Can't do one, will get sniped from behind the laser. Will also get sniped diagonally. Basically, Plasma has a no-tank zone for itself and all adjacent defenses.

Vs Hellfire: 468 == -78. Can hit behind a defense. Can NOT hit behind a defense, diagonally.

* Hellfire (475 at L9)

Vs RBT 5: 548 == 73. RBT will hit behind a turret, but not behind 2 turrets and is diagonally challenged. Will not hit behind a turret if there is a wall to target. But

Vs Plasma 5/ Cryo 5 == 4. A difference of 4 means that it will hit directly, but will NOT hit behind a turret, or even a wall. With 25 range lost by its base alone, even an ant will spoil it. So you can hit any turret near the plasma, unless you go over 80 degrees.

Vs Hellfire 5 == -7. Will outrange safely, but make sure you don't order tanks in formation and target it explicitly. At that difference, half a tank will trigger the Hellfire.

* Razorback has 410, so look at Tank and subtract 20 from the figures. Mortar and RBT still outrange it to Hell and back. Plasma has 69 reach advantage, meaning you barely hit diagonally from a plasma. Hellfire has a 58 reach advantage, meaning you can't hit in line, but CAN hit another turret diagonally. The error is less than a wall, so align yourself properly.

And that's about it.

Turrets are among the smallest buildings around, so get a bearing by that.

A turret in front of another turret means 50 reach advantage.

+<50

A bunker is 60 reach advantage.

+>70

A wall in front has approx 14. So a turret loses 25 and wall another 7, that's 32.

+<32

To get diagonal figures, multiply by 1.4142.

Building wise,

Turrets are 50.

Bunkers are 70, same as power plants, mines and oil pumps, and oil storage, BUT NOT METAL STORAGE. Metal is about half way between a turret and a bunker (~60). Probably because Kix hates COD sufferers. (Cod is OCD, but with the letters in order, as they should be, thank you very much).

So there we have it. A UI reverse math of the range system. You can do your own from here, and see what hits what, and remember to apply all bonuses to base range.

I eagerly await your proof of me being wrong.

15

https://www.kixeye.com/forum/discussion/414094IMPORTANT: MY THREAD ABOUT HANGAR HAS BUMPING TURNED OFF:https://www.kixeye.com/forum/discussion/423098AN OPEN LETTER TO KIXEYE:https://www.kixeye.com/forum/discussion/4296682013 in review :Ratcher -Just so you know what name to shout when i pummel your platoons into the ground and take all your resources.War Commander - Lvl 25

What is the trigger range on a drone silo? I've heard from some people that it increases with upgrades and from others that it does not, I frankly never paid enough attention before to notice and don't have enough thorium yet to check for the next level.

"The very first essential for success is a perpetually constant and regular employment of violence." - Adolf HitlerWC: 5thReich. Sector 10. Level 30. Coordinates 88, 469. Get at me.

VC: Planet 402. Level 13. Coordinates 19, 125. Get at me.

I work with GUI, so if the displayed range is off I'm off but (I'm skipping math since everyone complained) my level 3 drone silo has a trigger range of 600.

You can do it yourself to your drone silo. Take a screenshot of the game, in full screen so the entire range fits in the screen. Measure the vertical span of the circle in pixels and divide by SQRT(2) or 1.4142.

Also, it is slightly smaller than my Watchtower sniper, with a range of 410, +50% range, which is 615 by my math, and 615 by wiki. So I'm fairly confident in saying range of the drone silo is 600, the second best range in the game.

I've been reviewing my post (this time with pen and paper) and a few things need to be reviewed, such as I never specified that I measured the circle's diameter instead of radius (what range really is) and some figures are off. No matter, however, as the ranges as numbers stand, it's only the names that are off. Once I make sure everything is OK and I get a hold of Mr Sharma so he can take a look I'll finalize the thing.

I'll be correcting the numbers as soon as I am sure I didn't screw up again. Sorry about that. Ranges for turrets and stuff stand, but the size of the buildings have been overestimated.

Since I've been reviewing,

the range of a mine is 50.Not sure what, though; if the math behind the game is correct than I can only assume there are some corrections I can't see. For example, Plasma has an 89 reach advantage on tanks, meaning it should ice you behind one turret, but not two versus tanks (89, 99 reach). This is tested correct. It also has a 160 reach over the Pals I have, meaning Plasma will ice a Pal from behind 2 turrets. This is also correct, as I tested.

But, on EGT10, for example, it has a 128 reach advantage, meaning it should ice the EGT10 though 2 turrets as well, but it does not.

To not reach the EGT, the turret has to be at least 65 (so 128 won't reach). Turret stacking says 68. Isometric view says 71. Flattened isometric says 51. I'm starting to think the **** turrets aren't square. And it doesn't help that apparently the angle of attack matters in real game.

Either turrets aren't really square or I need to get some sleep. I really, REALLY think I should cut down on geometry after 5 AM.

I'll get back to you.

Until then, though, note that

only the size of the turretis in question. Ranges still stand, so the drone silo, the mine, reach advantage, and the math regarding angled attacks still stand. You still get plasma up your **** if you try to tank the turret glued to a plasma.In fact, unless you use about 4 units it's all good. Most ranges are clear enough to be evident.

I'm sleepy and hungry and I have a headache. I'm going over the fence to start an upgrade in Vega. Good night.

fireplace wall mount | fireplace tv

ok I'm lost.

mlovolm said: I assume you mean by "takes" is reduces. And am I correct in interpreting this to mean that by placing an Item ( turret, bunker, wall....) in front of a turret its range is reduced by this Item when being attacked from across the Item on a straight center line?

so what I have shown here?

And if this is right then why does this happen?

I don't understand where these ranges are coming from you list:

mlovolm said:

I don't understand where these ranges are coming from?

Level 5 MGT is 345 not 350

Level 5 Cobra is 286 not 263

and it this second example the way its worded means your doing the opposite of what I think you were say in the fist one. Worded this way but on the pic what your saying is your using cobras to attack the Napalm Turret opposite side of the MGT. So on the left most range line?? But that can't be right. But if you mean like what is shown in the pic and your attacking the Napalm Turret in front of the MGT on the reduced range line then ( If what I think you guys are say is true ) yes the level 5 cobra can destroy the NT without being hit by the MGT.

Again if true then what happens when the NT is destroyed? Does that remove the reduction which would easily put the Cobra's back in the FULL range (345) of the MGT?

Oh I just realized in the pic the MGT is behind walls so does that mean the two lager range lines are both reduced by roughly 22 making them actually 323 not 345?## WAR COMMANDER WIKIA

Lead AdministratorYour post is quite confusing, sorry, but I don't understand what the question is what with quotes not aligning right. So I'll try to blabber on.

There are also other issues with the game, for example, some ranges have been fixed. I know my math may not be rock solid, but some things I KNOW have changed. For example, I am a long time E-Hellfire driver, and I know them by heart. I did L30s and L40s to fill a dumpster and EHF has never before been able to nuke the turret glued to a RBT - I just tested this as I am typing and I just did. Not only a turret, but the EHF can target a wall right in front of the RBT. This didn't happen before. RBT used to nuke me at least a turret in front, if not 2.

So it is entirely possible the figures have been invalidated. It is also possible, and likely, that the GUI displays buildings and ranges and the engine does what it likes - which kinda explains why a building seems to not eat as much range in math than on screen.

A L9 EHF outranges the RBT5 by a number (548-475=73) that seems to suggest that a turret (half-length) plus a wall (half-length) is > 73 (because I can target the center of the wall). This suggests that a turret is about 60+ each side, or 120+ wide. That means that plasma range (479) covers about < 4 turrets (3 and change since it takes a bit itself) but the red circle in game covers about 7. That suggest that a turret is about 479/7.5 = 63 WIDE, meaning 32 each side. With 32 and the wall making about 40, I should be wasted by the RBT a

longtime ago.The UI doesn't correspond to the engine, for whatever reason. And I'm not going to dig any deeper, because WC is a cluster**** and I'm going away.

But numbers posted in your quote are incorrect. If a turret takes 82 on each side, then hitting though 2 turrets needs a 162 reach advantage. I posted:

"[...]It also has a 160 reach over the Pals I have, meaning Plasma will ice a Pal from behind 2 turrets. This is also correct, as I tested.[...]"

Tested, Plasma will ice a Paladin from behind 2 turrets, meaning that 2 turrets are smaller than 160. Pal has 319 at my level, Plasma has 479, that's 479-319 = 160.

If you are unclear as to how ranges OFFICIALLY work, I refer you to my first schematic (look for "reach advantage is 25+35, half of 50 and half of 70")

If you have a question (or more) try to put them in a more structured form so I know what I'm answering. All I got is that you initially misunderstood how ranges are shortened and then figured it out.

There is also the issue of units having inconsistent range/detection/poor judgement. For example L10 EWHs can be directed to attack a turret. After they start, point them to another target that doesn't require moving. After that target is destroyed, they stay there, like the old target wasn't in range. Ordered to attack again, they do but don't move. Under these conditions, it's pretty hard to see what is going on.

Like I said, I could go deeper, sniff the traffic, see what the orders are and how they move - but two things are holding me back:

a) The game is buggy as heck and sometimes things don't reproduce

b) They keep fiddling with it. I don't know if someone from Kix saw this and checked or if it's just a coincidence, but ranges have been changed since I first posted, and are now more consistent. This is good, but if they keep fiddling with it I

I'm not going to get decent results.

Soon, though, once things get a bit more settled I'll give it a go again, this time I'm going to do sanity checks before I go though the whole shebang. I'm gonna start using units in descending order of range to determine range, then check against the UI and adjust.

Event/Sickle Prizes: Plasma Turret, Gladiator, Shock Trooper, FAV, Hellstorm, Hellfire, Gatling Truck, Attack Dog, Stinger,Elite Riflemen , Honey Badger, Colossus

Next event unit LEAK!!: https://www.kixeye.com/forum/discussion/402782

See my Unit Parodies for a laugh: https://www.kixeye.com/forum/discussion/396069

Turtling is not a strategy, It's a weaknessMissing Pokies?? clickhere!!Seriously a wealth of information! I love math just enough to follow you visually in my mind as I read your thread. I think I grasp now why when I arrange my platoon in an arch They have a better affect then in a straight line. At any rate I shall put these theories to the test and eagerly await the results. The only variable not assigned a value to measure and defeat would be the attack clock, guess Im on my own to figure out how to achieve victory in the time frame. Thank you very much for the time and effort you put forth on this thread. Glad to see there are still those willing to teach players wanting to excel in WC.

I'm not a dedicated math mathematician, but this is indeed alot of information. However, alot of people are talking about different ranges of towers or units. Is there a simple conclusion that you can deduce from this information for people like me who don't understand or can't read it all.

Are the ranges wrong?

Are there aspects about ranges that we don't know about?

Does Kixeye Know?

In Short what does this information tell us?

ok,go!!