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Jumped WIGE does not get to-hit modifier #3095

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binaryspica opened this issue Aug 20, 2021 · 8 comments · Fixed by #4912
Closed

Jumped WIGE does not get to-hit modifier #3095

binaryspica opened this issue Aug 20, 2021 · 8 comments · Fixed by #4912
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@binaryspica
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Environment

Ver 0.49.2
Windows 10
OpenJDK 11.0.11+9

Description

As title says. If you had a vehicle with Vehicular Jump Jets(349.TO) and jump by use it, then target the same vehicle by the other unit, on To Hit report of weapon it does not gets to-hit modifier for target jumped. It still suffer the to-hit modifier on its own attack for 'attacker jumped', though.

For example, if both vehicle A and B - which has gunnery 4+ and vehicular jump jets - are jumps 3 hex and has each other on the adjacent front hex, reports of the weapon attack(other than with minimum range) on both says needs 8 - 4(gunnery skill) + 3(attacker jumped) +1( target moved 3-4 hexes). But both of them are must have +1 for target jumped as well and it should be needs 9 instead.

I have only tested combat vehicle but it would be also possible that support vehicle has the same problem.

@NickAragua
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image
This does not appear to be happening any more.

@binaryspica
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It seems weird, for I have checked it right now and it still happens.

Perhaps the difference in the motive type is the problem? I have checked it with WiGE combat vehicle and its opponent still don't get the +1 to-hit modifier against it.

@NickAragua NickAragua reopened this Oct 10, 2021
@NickAragua
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Will re-check with jump-capable WIGE (what a very low-use case, is there a canon unit like that?)

@binaryspica
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No, as far as I know there is no canon WiGE; although WiGE is legal to have vehicular jump jets and I did made a custom vehicle to test it.

@NickAragua
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Can you upload the unit definition file here? I'm feeling a little lazy and would rather just have an example of a unit that's causing the issue.

@binaryspica
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Sure. Here you go. I have checked it again with this and still have the same result - it still don't get to-hit modifier for being jumped when attacked by the other units
TestWiGE (custom).zip

@Sleet01 Sleet01 self-assigned this Nov 20, 2023
@Sleet01
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Sleet01 commented Nov 20, 2023

I believe we now have canon jump-capable WiGEs, and I've been doing some work in this area, so I'll see if I can repro and fix this.

@Sleet01
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Sleet01 commented Nov 20, 2023

Sure. Here you go. I have checked it again with this and still have the same result - it still don't get to-hit modifier for being jumped when attacked by the other units TestWiGE (custom).zip

I've done some testing and here are my results:

  • a WiGE that was landed at the start of the turn and jumped does get the +1 TMM modifier for jumping.
    (Edit: but only for that vehicle's tooltip, not for the actual attack calculation >_<)
  • a WiGE that was flying at the start of the turn and jumped does not get the +1 TMM modifier for jumping, but does get the +1 TMM for being airborne.
  • other vehicles such as wheeled or hover tanks that jump do get the +1 TMM modifier for jumping.
  • in all cases, the jumping vehicle does get the +3 AMM for jumping.
  • In the cases where a vehicle did get the +1 TMM for jumping, it still did not display this TMM in e.g. the turn summary's attack roll mouse-over display.

Note, however, that the most recent PDF of Total Warfare states that Jumped or Airborne non-ASF units get only a single +1 TMM; it does not appear that the total TMM for an airborne WiGE that jumped this turn should be (+1 + +1) = +2 (q.v. TW, pg 307, "ATTACK MODIFIERS TABLE").

Recommending that this issue be closed, unless it is vital that the +1 TMM for jumping vehicles be displayed in e.g. tooltips.

I got suspicious when one attack against a grounded Swallow that had jumped came in 1 under my expectations; it turns out that the tooltip calculations do respect non-flying WiGE jump TMM, but the attack itself does not. If a WiGE that expended only Jump MP is attacked, neither its WiGE movement nor its jumping is added to its TMM. So this bug is still in effect -_-;

Sleet01 added a commit to Sleet01/megamek that referenced this issue Nov 20, 2023
Fixes issue MegaMek#3095, but only for non-airborne WiGE that jump.
Airborne jumping WiGE are already getting a +1 TMM from being airborne.

Also fixes an issue where immobile / crashing WiGE are treated as other
land vehicles and sink immediately; in fact by TW pg 55 they float and
treat water as clear terrain and do not sink due to being immoble (q.v.)

Close MegaMek#3095.
@neoancient neoancient changed the title Jumped vehicle does not get to-hit modifier for being jumped Jumped WIGE does not get to-hit modifier Nov 22, 2023
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