"1" linear monomer must medium missile
Representative unit: Archer of the Age of Empires 1, the Infantry of the Island Raider
A straight flight will only hit the attacking unit, hitting 100%. It looks like the missiles will go through some units, but they will only hit the units that are locked as targets. If the target unit has been destroyed during the flight, the missile will continue to fly for a distance before disappearing.
Although in theory the archer's trajectory should be a parabola, but the archer in the Age of Empires 1 is a straight shot, we should not be too demanding on the old game!
"2" linear monomer real collision missile
Representative unit: "Alloy warhead" small hand cc gun, h gun, most shooting game missiles, "League of Legends" Morgana, Shining Girl, Mundo doctor's Q skills
This is the most common type of missile in a shooting game, where the missile moves along a straight line until it explodes with a target, or flies directly out of the screen for the maximum flight distance. Some towers have also adopted this mechanism as a basic missile mechanism, such as the "Hyun Defense" (Hex). For this kind of missile, the speed of flight is very important, because the slower the fly, the less likely it is to hit. The player needs to pre-target the movement to shoot.
"3" straight through real collision missiles
Representative Unit: Diablo 3, Master's Secret Hoko Ball, "alloy warhead" in the F-gun
This kind of missile is very similar to the ②, it will fly along a straight line, but will not destroy after hitting a target, but continue to fly, thus hurting more rear enemy units. does not cause damage to the same enemy unit repeatedly.
In many games, this missile is a weapon of the flamethrower, and the missile may be flying at a slower speed.
The following start is an instantaneous damage class.
"4" straight-line instant monomer must-medium missile
Representative unit: "DotA" electric soul common Attack, "Warcraft 3" Lightning chain and Forked Lightning, "StarCraft 2" in the gun soldiers, death, spin placed struck, Thor, tanks, void Glow ship, Sentinel, etc.
Similar to ①, it only hits targets that are locked, but the missile flies at an infinitely high speed, or hits the opponent at the moment of launch. As a result of the instantaneous arrival of the features, so in most games are shown as lightning and other missiles.
"5" linear instantaneous single real collision missile
Representative unit: "Diablo 3" The Frost Ray of the Lord, "DOTA2" Fire Phoenix E, "counter-strike" almost all firearms
Fire a ray to the front, hitting the unit that hit the first one. The speed of the ray is infinite, and it usually has a maximum distance. The general game will be a ray or sniper gun.
"6" linear instant through missiles
Representative unit: "Diablo 3" Law ye Crack Light, "counter-strike" sniper gun, a lot of flying shooting game boss of the laser beam such as the 1945 Fiat G-56 machine of the Power attack
It is also an instantaneous firing of an infinite number of rays in a certain direction, running through the first enemy and hitting more enemies behind. Like ⑤, it is a laser beam or sniper rifle.
Here can summarize, all of the linear ballistic missiles basically belong to these six types, you can see, "3" "4" "5" is actually "1" "2" "3" Speed infinite version, but the actual implementation of the program on the way the difference may be quite large! So I came to a dividing line.
OK, the following is the start of tracking missiles.
"7" tracking monomer must -have missiles
Representative unit: The vast majority of remote units of StarCraft, such as the Dragon Knight, the missile soldiers in command and conquer, the vast majority of remote common attacks by DOTA2 and league of Legends
The missile will keep track of the specific unit of the lock until it hits and hits 100%. If the target unit has been destroyed during the flight, some of the missiles in the game will explode immediately, some of the missiles in the game will redirect a new target, and some in-game missiles will continue to fly along a straight line until it explodes. If the target moves faster than the missile's movement speed and can never be hit, the missile typically has the maximum survival time and is destroyed after a period of flight if it has not been hit. Many shooting games also have this kind of missile as an auxiliary means of attack.
Most of the missiles in tower defense fall into this category because the missiles are used as a default missile in Warcraft 3 and StarCraft 2, so they are also used in many of the Moba games and tower defense games.
"8" tracking unit real collision missiles
Representative unit: Unreal Arena 3, Rocket Launcher
Similar to ③ will keep track of a unit, but will be detonated with any enemy real collision. It is more common in FPS games than in other shooting games or God's perspective RTS games. Because of the guidance function, it is generally not expressed as a missile or as a rocket.
The following start is the parabolic class. The starting and ending points of a parabola are not necessarily on the same horizontal plane, for example, they can be dropped from a plane, or they can be fired from a lower height.
"9" parabolic monomer must medium missile
Representative unit: The Arrow Tower of the King's Guardian Army
The actual logic is similar to ①, which is a missile that only attacks the target of the lock, and it behaves as a parabola, but in fact it is definitely hit. In fact, the logic of the two is no different, but some missiles may not be suitable to be able to track the enemy, and thus made a "1" appearance.
If not hit, it falls on the ground, the general form of the bow and arrow.
"10" parabolic monomer real collision missile
Represented by: The Archer of the Age of Empires 2, the grenade of the alloy warhead, the Angry Bird, the archer of the fortress, the bow and arrow of the horse and Blade, the grenade in the FPS game, and the genre of the pinball game.
A missile that follows a parabolic motion and detects a real collision with an enemy unit. In the vertical version of 2D shooting games and FPS games are very common, in the RTS also have some such as "Age of Empires 2" or "fortress" archers, but because in the RTS ground units are on a flat surface and not into the vertical version of the game is obvious.
"11" parabolic-to-ground attack missiles
Representative Unit: "Warcraft 3" in the stone truck, "Hundred Days Worms" grenade, "exile" the lava strike
It is also a parabolic line, but does not collide with enemy units, but falls to the ground before it explodes.
Many of the parabolic missiles in the game can bounce after landing, such as the "alloy warhead" of the C Gun, "League of Legends," the explosion of the Q, "Command and Conquer," GDI's projectile soldiers and so on.
Below starts the ground missiles. On the ground is the missile that moves along the ground, and you can imagine the dark hook of eight in the king of the Fist, or the "DOTA", a missile that moves along the ground. Such missiles are rare, generally need special mechanisms to support the existence of the meaning, otherwise with "1" ~ "6" Missile difference is not small; for example, "fist" is a fighting game, the high and low missile movement will affect the hit, and the view from the game of the missile mechanism is generally closely integrated with the terrain, such as "StarCraft" in the Golden DOTA2 's chaotic meteorite (a large meteorite that keeps rolling forward). In exile, the ground missiles have the same pathfinding logic as the characters, so the "1" ~ "8" missiles in exile are able to traverse small obstacles, but ground missiles cannot. Ground missiles are not generally able to cross terrain, such as cliffs or waterfalls.
"1" ~ "8" class can be converted to the corresponding ground missiles (i.e. the following "12" ~ "19"), so this paragraph I will write a simple.
"12" linear monomer must be in the ground missile
Representative unit: Lightning strikes in exile
Similar to "1", but the missiles are moving along the ground, only hitting targets that are locked.
"13" linear monomer real collision ground missile
Representative unit: "King of the Fist" Eight God's dark hook, "alloy warhead" I gun
A missile that moves straight along the ground and destroys after hitting the first enemy.
"14" straight through real collision ground missiles
Representative unit: "StarCraft 2" the lurk of the worm
A missile that moves forward along the ground, damaging all enemies on the path.
"15" linear instantaneous monomer must be ground missile
Representative unit: "StarCraft 2" insect-worm Ridge-stitch Crawler
A ground missile that instantly hits the target of a lock. Can be expressed as a sudden attack from the ground out of the way.
"16" linear instantaneous monomer real collision ground missile
Representative Unit:???
As with "5", only ground missiles were replaced. There is no thought of a similar missile in any game at the moment.
"17" straight line instant through ground missiles
Representative unit: "DOTA2" shook sacred Niu's Q, "King of the Fist" the door of the five-Lang mine quake
"18" tracking monomer must-have ground missiles
Representative unit: The Q of the lava behemoth in the League of Legends, Warcraft 3, a common attack of the burrowing demon
A missile that rolls on the ground and is also guided! It can be represented as a kind of life-type missile with roots and vines.
"19" Tracking unit real collision ground missile
Representative Unit:???
Can be expressed as the falling ground or the spread of lava, where there is no escape. There is no thought of a similar missile in any game at the moment.
"20" line-to-ground attack missiles
Representative unit: The heavy machine gun of the island raider
Similar to "11", missiles do not collide with the unit, but instead bombard the designated location and cause damage to the monomer or range. The difference from "11" is that the missiles move in a straight line rather than a parabolic line.
In fact, missiles can also have more complex rules of motion, such as "StarCraft 2" in some heroic units of the rocket screen skills, missiles fly very good-looking, but because the actual mechanism and "11", "21" no difference, so do not repeat.
"21" attack missiles in an instant
Representative unit: The Hammer of the dawn of the war machine, the particle cannon of command and conquest
Summon a pillar of light from the sky to bombard the ground. In fact, the logic is instantaneous on the target point caused by the monomer or range of damage, with "1" or "4" can be changed out, but because the theoretical missile is falling from the sky, so not subject to "1" or "4" collision conditions, can cross the terrain. From another point of view, this is another ray, but not from the unit shot but from the sky to bombard the Earth's rays.
The same can be changed to the radiation emitted from the ground to the sky.
The "21" type is special because the missile does not emit from the emitter, but rather produces an effect directly at the target point-some similar to the "League of Legends" dead song.
Is that all the ballistics handbook content, inspired? Many missiles are actually fused, such as the Demon Hunter Cluster Arrow of Diablo 3, a "20" type of ground attack missile that launches a bunch of bouncing "11" parabolic-to-ground attack missiles. To summarize, the missile has the following properties, for reference only:
start of movement: from the emitter, or from the target point (such as "20" type missile is fired directly from the target point)?
movement: Straight line, tracking, parabolic, instant, or other more exotic rules of motion? Will it be blocked by terrain or other obstructions?
End of movement: a specified location, or a specific unit?
hit the enemy: hit all the units that have crashed, or only hit the target unit to attack, or no units (such as many tower defense in itself as the center of the range Damage tower)?
Destruction rules: Hit enemy, arrival location, survival time, flight speed, flight distance, fly out of the screen? (Can be a check of Oh!)
In-Game Ballistics Handbook (turn)