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gamemode value adjustmands, anti off screen and AP spam hvh #7335

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merged 56 commits into from
Jan 23, 2025

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cuberound
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@cuberound cuberound commented Oct 18, 2024

About the pull request

adds in system for adjusting bullet values for diferent gamemodes, number balancers are wellcome to contribute by deciding on ammo values on faction clash

Explain why it's good for the game

HvH reqires diferent ammo values, offscreen fights are not fun and AP ammo is just better in every case by a lot

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Changelog

🆑
add: gamemode adjustable ammo values
balance: reduces accurate range of all ammo to 10 on HvH, extra tile reduction per 5 ap. makes ap ammo better at close range and solves off screen combat in a good way
balance: increases MOU firedelay to 1.2 second from 0.25 on HvH
balance: reduces explosion stun and damage and adds slow on HvH
/:cl:

@cmss13-ci cmss13-ci bot added Feature Feature coder badge Balance You need to be a professional veteran game maintainer to comprehend what is being done here. labels Oct 18, 2024
@cuberound cuberound changed the title WIP gamemode value adjustmands, anti off screen hvh WIP gamemode value adjustmands, anti off screen and AP spam hvh Oct 18, 2024
@cuberound cuberound marked this pull request as ready for review October 19, 2024 10:30
@cuberound cuberound changed the title WIP gamemode value adjustmands, anti off screen and AP spam hvh gamemode value adjustmands, anti off screen and AP spam hvh Oct 19, 2024
@Wintermote
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HvH is in a state where if you can see someone to shoot them you both die. Long distance off-screen shooting is the only way to even have a firefight that isn't killing people nearly instantly.

The inconsistency between this and XvH is going to confuse everyone, especially because it isn't going to be apparent your bullets disappear 10 tiles shorter than normal.

I think this will make HvH less fun, not more, and a better alternative would be higher miss chance or falloff damage instead.

@cuberound
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cuberound commented Oct 23, 2024

HvH is in a state where if you can see someone to shoot them you both die. Long distance off-screen shooting is the only way to even have a firefight that isn't killing people nearly instantly.

The inconsistency between this and XvH is going to confuse everyone, especially because it isn't going to be apparent your bullets disappear 10 tiles shorter than normal.

I think this will make HvH less fun, not more, and a better alternative would be higher miss chance or falloff damage instead.

a lot of changes from HvH and HvX are not aperant as defibs working with armor, but examining your gun values does display the updated range and values in general. the aim is to make HvH more close quarters as fighting someone you can see is more enjoyable especialy in top down game. this PR also allows to adjust damage and accuracy globaly and or for specific ammo so accuracy reduction can be done. discussion is better done at https://discord.com/channels/150315577943130112/1296442279719862342

@Wintermote
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You say it's "more enjoyable" as if that's just a given. It is not a given, I do not actually find that as "more enjoyable". The off screen firefights are actually soulful and you're ripping that out, no less after an imo better alternative via falloff that lets you finetune this and keep bullets zipping around people in long distance firefights rather than just forcing people to be in visible range only.

@Nanu308
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Nanu308 commented Oct 28, 2024

I agree with comment, I'd rather have a decrease in accuracy and increased damage falloff than a hard cutoff.

I believe we already have a flag for hindering scopes, if not, that's another thing you can do.

@Nanu308 Nanu308 marked this pull request as draft October 28, 2024 08:23
@cuberound cuberound marked this pull request as ready for review November 6, 2024 15:47
@cuberound cuberound marked this pull request as draft November 10, 2024 12:01
@Steelpoint
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Steelpoint commented Nov 10, 2024

I've tested this PR with the m41a and regular UPP rifle in-game.

Generally, AP ammo accuracy for both guns is set to around 60% to 70% at 7 tiles, and near 100% at close range, this is slightly boosted if you use accuracy attachments by about 10% to 20% (more so with m41a which the stock gives a big boost). AP ammo is not as insanely strong, but it still deals a lot of damage and if you get into close range, you have a very quick kill time if you can land your shots, within 3 tiles most of my bullets hit a target.

Regular ammo is not as significantly affected, it can reliably hit targets at 7 tiles. The change to the UPP regular ammo AP makes a big difference in giving the USCM further survivability to be more comparable to the UPP, albeit still slightly quicker to die than the UPP.

This also has the effect that bullets that fly past 7 tiles have a higher and higher chance to miss.

I feel overall this is a positive change for the HvH environment.

@cuberound cuberound marked this pull request as ready for review November 10, 2024 21:41
@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Jan 2, 2025
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Jan 3, 2025
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Conflicts have been resolved. A maintainer will review the pull request shortly.

code/datums/ammo/bullet/special_ammo.dm Outdated Show resolved Hide resolved
code/game/gamemodes/round_modifiers.dm Outdated Show resolved Hide resolved
code/game/gamemodes/round_modifiers.dm Outdated Show resolved Hide resolved
Comment on lines 116 to 118
for(var/ammo in GLOB.ammo_list)
if(MODE_HAS_FLAG(MODE_FACTION_CLASH))
GLOB.ammo_list[ammo].setup_faction_clash_values()
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bump

@hry-gh hry-gh marked this pull request as draft January 13, 2025 15:21
@cuberound cuberound marked this pull request as ready for review January 15, 2025 17:34
@cuberound cuberound requested a review from hry-gh January 15, 2025 17:44
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cmss13-ci bot commented Jan 23, 2025

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

@cmss13-ci cmss13-ci bot added the Stale beg a maintainer to review your PR label Jan 23, 2025
@hry-gh hry-gh added this pull request to the merge queue Jan 23, 2025
@github-merge-queue github-merge-queue bot removed this pull request from the merge queue due to a conflict with the base branch Jan 23, 2025
@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Jan 23, 2025
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Conflicts have been resolved. A maintainer will review the pull request shortly.

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Jan 23, 2025
@hry-gh hry-gh enabled auto-merge January 23, 2025 21:53
@hry-gh hry-gh added this pull request to the merge queue Jan 23, 2025
Merged via the queue into cmss13-devs:master with commit 994297e Jan 23, 2025
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cmss13-ci bot added a commit that referenced this pull request Jan 23, 2025
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7 participants