Projectile: Difference between revisions

m Polavux moved page User:Polavux/Projectile to Projectile without leaving a redirect: Moving to main
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Projectile mechanics: tried adding some but doubt it is good enough as it stands
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===Speed===
===Speed===
The '''speed''' of a moving projectile is how fast it travels through the air. Along with lifespan, this determines the overall distance that moving projectiles can travel before expiring. Stationary projectiles, such as explosions or those placed on the track, do not have a speed stat.
The '''speed''' of a moving projectile is how fast it travels through the air. Along with lifespan, this determines the overall distance that moving projectiles can travel before expiring. Stationary projectiles, such as explosions or those placed on the track, do not have a speed stat.
===Offset===
The '''offset''' is the relative position from the centre of an entity.
In BTD6 Generation games, a tower's ejection point is almost always not exactly 0 relative to its own centre, due to the 2.5D nature of the game. Additionally, attacks with "sprays" of multiple projectiles side-by-side (e.g. Buccaneer's Double Shot) are actually offsets from an ejection point.
===Angle===
The '''angle'' is the angle between projectiles relative to an ejection point. An example is Ninja's Double Shot.
===Random spread===
{{Screenshot needed|Image demo of projdev via distance or angle (try mortar and dartling)}}
The '''random spread''', or '''projectile deviation''', determines how offset the projectile will become without it. Random spread can be relative by distance or angle.
[[Mortar Monkey]]s have random spread by distance, while [[Dartling Gunner]]s have it by angle.
In BMC, the reduced spread for Dartling MK actually refers to random spread.


===Pierce===
===Pierce===