Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fixes the damage caused by the HE OB #3864

Merged
merged 1 commit into from
Jul 14, 2023
Merged

Fixes the damage caused by the HE OB #3864

merged 1 commit into from
Jul 14, 2023

Conversation

ondrej008
Copy link
Contributor

@ondrej008 ondrej008 commented Jul 11, 2023

About the pull request

Fixes issue #3863

Explain why it's good for the game

This PR fixes an unintentional nerf to the HE OB.

Testing Photographs and Procedure

BEFORE:
Mature Queen, Praetorian, Crusher, Ravager at the edge of the screen from a HE OB
image
Prae gets obliterated, Ravager goes into crit, Crusher has 435 health, Queen has 726 health.
AFTER:
same setup
Prae gets obliterated, Ravager gets obliterated, Crusher has 253 health, Queen has 539 health.

Changelog

🆑
fix: The HE OB now deals the correct amount of damage to xenos, before it dealt half damage caused by xenos being forced to rest before it hit.
/:cl:

@github-actions github-actions bot added the Fix Fix one bug, make ten more label Jul 11, 2023
@fira
Copy link
Member

fira commented Jul 11, 2023

Why not just increase the damage then

@ondrej008
Copy link
Contributor Author

Why not just increase the damage then

this would also work but why are people knocked down before the OB hits it makes zero sense
with incendiary the OB spawns all at once but the HE OB will already knock you down just because it's an explosion

@ihatethisengine
Copy link
Contributor

Why not just increase the damage then

Clearly a better solution would be to add some flags or something to some explosions to ignore «resting» state. Halving damage is too much in many cases.

@ondrej008
Copy link
Contributor Author

ondrej008 commented Jul 13, 2023

Clearly a better solution would be to add some flags or something to some explosions to ignore «resting» state. Halving damage is too much in many cases.

wouldn't people just add this onto nearly every explosion then?
I think resting just before an explosion hits is pretty satisfying and can save someone who otherwise would be toast, would feel like a shame to remove it from some types of explosions

@harryob harryob added this pull request to the merge queue Jul 14, 2023
Merged via the queue into cmss13-devs:master with commit 18480fc Jul 14, 2023
30 checks passed
github-actions bot added a commit that referenced this pull request Jul 14, 2023
cm13-github added a commit that referenced this pull request Jul 14, 2023
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Fix Fix one bug, make ten more
Projects
None yet
Development

Successfully merging this pull request may close these issues.

4 participants