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gamemode value adjustmands, anti off screen and AP spam hvh #7335
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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. |
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 |
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. |
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. |
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. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
code/game/gamemodes/game_mode.dm
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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
Co-authored-by: harryob <[email protected]>
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 |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
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
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
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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: