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

[Balance] OT Damage Falloff Rebalance Attempt #6170

Closed
wants to merge 1 commit into from

Conversation

TeDGamer
Copy link
Contributor

@TeDGamer TeDGamer commented Apr 19, 2024

About the pull request

Makes falloff modifier never negative. Falloff modifiers being negative meant that the explosion was still pretty strong a few tiles away.

image

006988e

Looking through the git history and commit for this particular balance change, I'm unsure why some of these values were negative, especially welding fuel which is so easily accessible. The philosophy seemed to be the more power, the less the falloff but either way it seemed that the falloff would decrease instead of increase.

Thermite and ammonium nitrate had lower power, but also higher falloff.

image
image

Given the above, I'm unsure how the falloff modifiers for the other chemicals were negative since while they increased power, they decreased falloff.

Before:
Welding fuel: Decreased falloff by 0.1 per volume
ANFO: Decreased falloff by 0.6 per volume
Nitroglycerin: Decreased falloff by 0.5 per volume
Cyclonite: Decreased falloff by 0.4 per volume
Octogen: Decreased falloff by 0.2 per volume

After:
Welding fuel: Increased falloff by 0.1 per volume
ANFO: Increased falloff by 0.2 per volume
Nitroglycerin: Increased falloff by 0.4 per volume
Cyclonite: Increased falloff by 0.5 per volume
Octogen: Increased falloff by 0.6 per volume

This change should keep with the philosophy of trading between ANFO and Octogen.

image

image

Didn't touch this formula or anything but it's also a bit confusing.

So the higher the level, the stronger the power, but the smaller the decrease to falloff.

Level 1 = 1 explosion power, -3 falloff modifier
Level 10 = 10 explosion power, -0.3 falloff modifier

Explain why it's good for the game

Rockets shouldn't somehow be critting anyone a huge distance away.

Chemicals should not be somehow decreasing the falloff.

Testing Photographs and Procedure

Changelog

🆑
balance: Falloffs modifiers for chemicals are now positive
/:cl:

@github-actions github-actions bot added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Apr 19, 2024
@iloveloopers
Copy link
Contributor

I don't think it OT works that way

@TeDGamer TeDGamer closed this Apr 19, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Balance You need to be a professional veteran game maintainer to comprehend what is being done here.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants