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Explosion blunt AP ratio, damage and AP falloff tweaks #3093

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SamaelGray
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@SamaelGray SamaelGray commented Apr 17, 2024

Changes

  • Increased the Blunt AP ratio of normal explosion from x0.33 up to x1.0. Subsequently changed the default AP value of Bomb and BombSuper damageDefs.
  • Added the <damageAmountBase>800</damageAmountBase> node to antigrain shells.
  • Reverted the secondary bomb damage's blunt AP factor back down to 2.
  • Changed the explosion damage and AP falloff formulas to both be 1-x^2 instead of 1-x^0.333 and 1-x^0.55 respectively.

Reasoning

  • The actual performance of HE damage sources have always been lackluster in comparison to how they perform irl, to some extent due to low raw damage and mostly because of low blunt AP. This change will make them actually dangerous close to the impact zone while keeping them tame near the edge after fall off.
  • https://discord.com/channels/278818534069501953/303988654492090370/1230134647287975947
  • Had to add the damageAmountBase to antigrain shells as CE freaks out if a damage source does not have that node and gives out a -1MPa of blunt AP instead of the correct value.
    image
  • Secondary bomb damage is still overperforming/outperforming in comparison to actual HE sources, for comparison a 7.62 NATO APHE round deals 12 bomb damage with 24 MPa blunt AP after the change and a 40x46mm HE grenade deals 22 bomb damage with 22 MPa of blunt AP.
  • Explosion damage and AP falloff has been extremely severe for a long time, this change means that explosions retain their lethality close to the epicenter instead of falling off immediately next tile over. https://discord.com/channels/278818534069501953/303988654492090370/1243121469744091256

Alternatives

  • A lesser ratio like x0.66?
  • A completely linear falloff instead of a curve?

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • Playtested a colony (Here)

@SamaelGray SamaelGray requested review from a team as code owners April 17, 2024 12:55
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-8722286657.zip

@github-actions github-actions bot added the Download in Comments This PR has a zipfile download available. label Apr 17, 2024
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9059249954.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9069194875.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9176485998.zip

@SamaelGray SamaelGray changed the title Explosion blunt AP ratio tweak Explosion blunt AP ratio, damage and AP falloff tweaks May 23, 2024
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9205016205.zip

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github-actions bot commented Jun 4, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9374231752.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9640292589.zip

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@N7Huntsman N7Huntsman left a comment

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After discussing the PR with Perkins, I removed the changes to ExplosionCE.cs, as they were either breaking the underlying physics/geometry at work (e.g energy of explosions going linearly outward in the x-y plane, or getting more powerful the farther they traveled), or were obviously going to be unbalanced (massively increasing the damage/AP when explosions merge.)

Also reduced the 300% increase to Blunt AP to a far more modest 20% increase, and adjusted the default armor pen accordingly. This will boost the blast AP of some of the smaller bombs against armor targets, without completely trivializing armor against bombs (armor generally doesn't get a ton of Blunt AP, compared to the damage of a given explosion).

Kept the Secondary damage AP values.

Ultimately, the larger changes to explosive performance is going to come as part a broader overhaul that is part of what Perkins is working on--we're not going to see a major paradigm shift from just playing with these values.

Going to do a bit of further playtesting and see how it feels, then will probably approve.

bombs did not get bigger
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@N7Huntsman N7Huntsman closed this Jun 26, 2024
@N7Huntsman N7Huntsman reopened this Jun 26, 2024
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@N7Huntsman N7Huntsman merged commit 92d035e into CombatExtended-Continued:Development Jun 26, 2024
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@SamaelGray SamaelGray deleted the SamaelGray-ExplosionAP branch June 26, 2024 07:41
@SamaelGray SamaelGray restored the SamaelGray-ExplosionAP branch November 23, 2024 10:25
@SamaelGray SamaelGray deleted the SamaelGray-ExplosionAP branch November 25, 2024 20:34
@N7Huntsman N7Huntsman mentioned this pull request Jan 9, 2025
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3 participants