-
Notifications
You must be signed in to change notification settings - Fork 566
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
scout ammo and economy nerf #5539
Conversation
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
For accuracy of information the change to Impact AP will have the denoted changes on the following T1 and T2 xenos regrading shots to crit. I've not accounted for T3 xenos, but T3s are far harder to kill now as well. Any xeno not mentioned already has no or insufficient armour to make a difference. Defender
Warrior
Lurker Vampire
Spitter
Burrower
|
Also, changelog is incorrect, it states that impact ammo has been lowered to 15 AP but it has in fact been lowered to 10 AP. PR title should also reflect this is changing the damage and armour pen values of the scouts weapons as well as changing the economy of its acquisition |
balance discussion is still not happening on github, take it to the forums or discord |
should be 15 i mightve forgot to push a commit |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I don't think the damage numbers or penetration need to be changed at this time. However I am fine with a reduction in how many mags the scout has access to at round start. Please revert the pen and dmg changes and just keep your magazine amount changes. Ultimately I would like everything to have an increased reliance on req keeping them supplied.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This reverts commit 867f7e2.
About the pull request
This pr aims to make high impact and incindeary mags rarer.
Explain why it's good for the game
Currently you get 5 mags per req buy, which is while normally not alot for any other weaponhigh impact rounds can bascially stun anything thats a stunnable caste.
Having this easy access to this many mags is a bit broken in my opinion. I dont think this nerf will make scout useless, but it will definetly make you rethink where and how you use your ammo. Which in my opinion is important when you can solo juggle 3 xenomorphs alone.
I didnt think touching the actual cost of the crates were important as the 2 mag removal should really make a difference and make your special ammo feel special and rarer.
I also decided to not change the numbers on the normal bullets because i think they're already not that great, and have instead decided to remove the ARMOR_PENETRATION_TIER_10 (which equals to 50 ARMOR PIERCE ??) from HIGH IMPACT ROUNDS and change it to 10 ap instead.I dont think it needs that much ap, especially since your main combo is incin round into stun mag. This should help armored caste feel like they arent instantly dying to the stun gun.I've decided to buff the damage of the normal mags to 60 from 55, while i dont think it will make the mags BETTER then other options, it will certainly give it a chance to deal with tier threes so you arent constantly locked to the backline, alongside its 35 AP.Testing Photographs and Procedure
Changelog
🆑
balance: Scout specialist incin/high impact mag crates now only has 3 instead of 5
/:cl: