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Adds a proper warning dot to thermobaric missile direct fire #7216

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merged 5 commits into from
Oct 26, 2024

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GoldenDarkness55
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@GoldenDarkness55 GoldenDarkness55 commented Sep 25, 2024

About the pull request

Stole code from #5957 to add a proper warning dot.

Explain why it's good for the game

Thermobaric is currently the only CAS direct fire missile that cannot be dodged through the warning intended to make it possible because you cannot clear the AoE before it pulls you back in. This fixes that.
Essentially the same kinda issue that caused the FATTY rocket to be removed in the past. No warning = bad.

Testing Photographs and Procedure

Screenshots & Videos
2024-09-25.18-55-02.mp4

Changelog

🆑
add: Added a warning to thermobaric missile direct fire.
/:cl:

@cmss13-ci cmss13-ci bot added the Feature Feature coder badge label Sep 25, 2024
@iloveloopers
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iloveloopers commented Sep 25, 2024

code stealer!!! thief!!!

@cuberound
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cuberound commented Sep 25, 2024

codewise: this is balance PR mark it as such, also that changelong is at least inacurate if not intentionaly deciving, change it to "adds additional warning to thermobaric missile" or such. addition wise: imagine if there was some warning about the possibility of hitting there, or wait, there is, the bloody target for it need to be there for at least three seconds before it hits there (realisticly 5 or more with flare as it does now show up for few secs after placed and laser has several seconds of preaim for the target to show up), when you willingly ignore the target and die to it, that is up to you. Instead of giving 4 seconds of warning to missile with impact range that you can clear under two seconds and can not even kill a drone on its own. even tho you take it from missile that easily had two times wider impact area... if you want to give it more warnining make it extra 1 second not 5 (3 with targeting)

@tallfission
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tallfission commented Sep 25, 2024

I think this is a balance PR more than anything, as there /is/ a warning for the vacuum missile already, from what I can tell you're simply extending it.

Also, take it with a grain of salt as I play CAS a lot and might be biased, but imho there's already a lot of passive warning for a missile to land, if you don't want to get hit by CAS you shouldn't be standing next to CAS flares (flashing green, should be easy to spot) or lasers (also pretty obvious). This makes the BLU nearly unusable, and would probably make more sense as a removal than just nerfing it into the ground never to see the light of day again.

@GoldenDarkness55
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GoldenDarkness55 commented Sep 25, 2024

Its an addition, if devs wanna pop a balance tag onto it they can and probably should do so, but cl's correct.

code stealer!!! thief!!!

I steal the code, they steal old FATTY """"arguments"""", the cm cycle.

next to CAS flares (flashing green, should be easy to spot) or lasers (also pretty obvious),

The issue is that by the time it flashes green you're already dead to this, as I said in the PR it's the only missile that's undodgeable from the warning. As for lazes you can just stop lazing the moment PO fires - that way there's no laze before the (insufficient for this missile) direct fire warning appears - same as fatty.

would make more sense as a removal

Maybe. I don't think there's any balance issue with using it in firemissions though so I don't wanna remove it entirely if the direct fire issue can be fixed.

addition wise: imagine if there was some warning about the possibility of hitting there, or wait, there is, the bloody target for it need to be there for at least three seconds before it hits there (realisticly 5 or more with flare as it does now show up for few secs after placed and laser has several seconds of preaim for the target to show up), when you willingly ignore the target and die to it, that is up to you. Instead of giving 4 seconds of warning to missile with impact range that you can clear under two seconds and can not even kill a drone on its own. even tho you take it from missile that easily had two times wider impact area... if you want to give it more warnining make it extra 1 second not 5 (3 with targeting)

It doesn't have a proper warning unlike other missiles, see above. And no, you cannot clear the area because you're pulled back into it. It also doesn't matter how little damage it does on its own, because you fire a second missile alongside it that kills anything pulled into it including t3s.

@Red-byte3D
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all the people against the nerf are people who are abusing the items, curious

@VileBeggar
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cas.d.mp4

they're extremely fast and don't give you much of window of opportunity to escape. before someone says "why are you hanging around a red dot", i could have been trying to melt a CAS flare and i would have suffered the same exact consequences.
you don't have much of a choice except giving every single CAS signal a wide berth which is pretty atypical (most loadouts don't incur this amount of fear) and it's sometimes nigh impossible in the heat of battle

@kiVts kiVts added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Sep 26, 2024
@cuberound
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cuberound commented Sep 26, 2024

all the people against the nerf are people who are abusing the items, curious

curious when you do it with warriors and and prae that you personaly buff them hmm. I am for extra warning but 4 or 6 seconds of warning is a BIT too much considering you can cross easily cross 15 tiles in that time. increasing the warning to two seconds of flashing light from one second of fleshing light is fair as I wrote. show footage with the missile warning after your change so people can compare

@tallfission
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I do agree the BLU probably needs a nerf, but as I've said, and should probably stop saying (this will be my last comment likely) this is just going to kill it and turn it to never use or you're bad at CAS status.

@Venuska1117
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Venuska1117 commented Oct 16, 2024

I like idea of giving it actually proper warning, because normally you hear it 2 seconds before it hit (-1second to realize what is happening, and even if you run away you still get sucked in), so giving it long warning before it hits its very good change, however, the actuall change is little unbalanced for CAS side, because it mean you have very expensive missles that can be easy dodged, it show for 8 seconds (the moment you fire it) on open space will be too easy to spot and dodge, so to make people happy it would need one of this changes:

  1. Decrease cost of missle in exchange for that 8 second warning.

  2. Decrease warning time to 4 seconds before hit, but it can keep its high cost.

@Nanu308 Nanu308 added the Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. label Oct 16, 2024
@Nanu308
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Nanu308 commented Oct 16, 2024

CAS Is very strong right now in my opinion, and i agree that Xenos should have proper warnings as with how it currently sucks xenos in can be destructive to say the least. Balance Approved.

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just some nits

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@harryob harryob marked this pull request as draft October 26, 2024 17:15
@GoldenDarkness55 GoldenDarkness55 marked this pull request as ready for review October 26, 2024 22:23
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code approved

@harryob harryob added this pull request to the merge queue Oct 26, 2024
Merged via the queue into cmss13-devs:master with commit 58a24e2 Oct 26, 2024
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cmss13-ci bot added a commit that referenced this pull request Oct 26, 2024
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10 participants