Splash Damage: Difference between revisions

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[[File:Splashdamageillustration.png|frame|Quoting [[w:Glossary of video game terms#S|Wikipedia]]: "Although only the blue player in the center takes a direct hit, everyone within the circle takes splash damage. The damage may decrease further from the point of impact; this is known as damage falloff."]]
[[File:Splashdamageillustration 854.png|frame]]
 
Don't you hate it when your opponent decides to [[Zerg Rush|rush you with a horde]] of [[mook]]s so that you have to aim and take out each and every one while they swarm you? That's what good old '''Splash Damage''' is for! Their swarms of disposable mooks are no match for a well placed artillery shell blowing them all to pieces.
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* ''[[Mega Man (video game)|Mega Man]] 4'': to defeat Dr. Wily you have to use Drill Bombs. However the bombs themselves bounce off his ship. To win you must detonate the bomb before it hits so that the Splash Damage of the [[Splash Damage Abuse|explosion hits his weak spot]].
* ''[[Wing Commander (video game)|Wing Commander]] II'' and ''Wing Commander IV'' have the Mace, a tactical nuclear missile that can be used to take out groups of sufficiently close targets, detonated either by shooting the missile (WC2 or on command (WC4).
** ''Wing Commander IV'' also has the Starburst and Coneburst missiles, which effectively act like player controlled grenades. As the names suggest, the Starburst's shrapnel field is omnidirectional, while the Coneburst's damage is aimed forward in a conical pattern. Unlike with the Mace, though, the damage is constant within the damage area.
 
''Wing Commander IV'' also has the Starburst and Coneburst missiles, which effectively act like player controlled grenades. As the names suggest, the Starburst's shrapnel field is omnidirectional, while the Coneburst's damage is aimed forward in a conical pattern. Unlike with the Mace, though, the damage is constant within the damage area.
* In ''[[Team Fortress 2]]'', the Soldier's Black Box and standard rocket launcher both deal impressive splash damage - the Direct Hit, however, is geared so as to eliminate it almost completely (except in relation to the Soldier himself for the purposes of [[Rocket Jump]]ing). Splash damage is also the Demoman's bread and butter depending on his setup; stickies from the standard sticky launcher or Scottish Resistance and grenades from the grenade launcher or Loch'n'Load have impressive blast radii.
** The Demoman actually has as MELEE WEAPON that deals splash damage (a [[WW 2]] stick grenade he is using as a club), that can kill most of the classes in a single hit and does damage to himself.
* ''[[Water Warfare]]'s'' buckets and water bombs—along with its bazookas and launchers—provide a [[Water Balloons And Squirt Guns|very literal example.]]
* Explosive weapons in ''[[X-COM]]'' games work this way, though damage from the most powerful bombs just cut off at a certain (quite large) distance rather than continuing to fade. Aside from hitting friendly units, a misplaced grenade may also destroy valuable loot or stunned prisoners or trigger [[Exploding Barrels]]. Also, some tiles (like walls) blockreduce certainexplosive damage value,by butcertain not more, thus when an explosion as strong as large rocket or [http://www.ufopaedia.org/index.php?title=High_Explosive demolition charge] goes off next to an UFO hull, it may kill aliens behind the wall(!), even if it's not strong enough to destroy the wall itself - so e.g. instead of entering an UFO door right before two heavily armed aliens with good reaction you can back away and have another soldier take them out through the wallvalue.
** Due to the way tiles work, there's also a bug allowing strong explosions (large rocket/demolition charge/blaster launcher) going off next to an UFO hull to [//www.ufopaedia.org/index.php/Explosions#When_Is_a_Wall_not_a_Wall blow "through" some walls], so even if it's not strong enough to destroy the wall itself, an explosion may harm aliens (or destroy loot) behind it(!).
** Explosions affect creatures at ground zero and adjacent tiles through bottom armor (often much weaker), and large aliens collect damage from all 4 tiles they occupy, meaning they are hit 1 time at full damage (50%-150% of displayed value) and 3 at slightly reduced. Thus a single Heavy Cannon shell (base damage 52) inflicts to Reaper (no resistance, under armor 4) 162 (73…251) damage on average, so despite being the beefiest alien in the game (health 148) one-shot kills are common; Cyberdisk and Sectopod got resistance to HE damage and too much armor for such weak explosives, however.
* A necessity in ''[[Prototype (video game)|Prototype]]'' where, short of the most powerful ground vehicle in the game, you are your most reliable source of splash damage once the game starts throwing AT YOU waves of [[Mooks]], [[Elite Mooks]], as well as the [[Boss in Mook Clothing|beyond-elite mooks]] that will make you call out the [[Spiteful AI]]!
* ''[[Age Ofof Empires I]] I'' has catapults and juggernauts, while the sequel introduce mangonels, onagers, bombard cannons and cannon galleons. However said Splash Damage is very dangerous as it can damage your own soldiers en masse.
* The ''[[Tribes]]'' series, being a game where players are zipping across the map on [[Jet Pack]]s at 400kph, relies primarily on explosive weapons to deal damage. The famous Spinfusor - a weapon that shoots what are essentially [[Abnormal Ammo|exploding blue frisbees]], is the staple bread-and-butter weapon that almost all players carry with them. Regular 'ol projectile based guns are sidelined, and used mostly just for killing flying players.
* In ''[[RHDE]]'', destroying a wall also destroys a fence, flower, or door in an adjacent cell.