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

Minor explosives rework #3170

Conversation

SamaelGray
Copy link
Contributor

@SamaelGray SamaelGray commented Jun 5, 2024

Changes

  • Made secondary bomb and burn damage (essentially ammo payload) solely dependent on projectile mass, This change does not impact charged and plasma ammo.
  • Changed the formula used for HEDP bullet damage calculations in the projectile spreadsheet to be similar to HEAT ammo and made the necessary changes in xml. No more hacky ways of getting the numbers to work.
  • Minor tweaks, fixes and housekeeping.

References

Reasoning

  • Secondary damages were directly derived from muzzle energy which makes no sense, it made heavy and higher caliber rounds with low velocity get unreasonably low payload damage values, also made low velocity and short barrel version of the same ammo deal less secondary damage. Most of the common ammo types received minimal to no change as the result of how the function is altered.
  • HEAT and HEDP are pretty much the same thing.

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without error

@SamaelGray SamaelGray requested review from a team as code owners June 5, 2024 08:01
Copy link

github-actions bot commented Jun 5, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9380389153.zip

@github-actions github-actions bot added the Download in Comments This PR has a zipfile download available. label Jun 5, 2024
Copy link

github-actions bot commented Jun 9, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9437303906.zip

Defs/Ammo/Generic/LauncherGrenade.xml Show resolved Hide resolved
Defs/Ammo/HighCaliber/338LapuaMagnum.xml Outdated Show resolved Hide resolved
@N7Huntsman
Copy link
Contributor

I had a couple of paragraphs of other feedback written out, but Github apparently ate it, so I'll try to remember and write it out below...

@N7Huntsman
Copy link
Contributor

  1. The secondary damage factor of AP-I and AP-HE have been increased from 50% and 60% to 100% and 150%, respectively. Why?

  2. I'm not sure how exactly you implemented the 25% bomb damage reduction to HEDP and HEAT (hard to find it among the other formula changes), but it's probably most straightforward to just have secondary damage include the secondary damage factor from the Table value, by changing the Secondary Damage Calcs formula from =IF(VLOOKUP(B6, AmmoTypeFactors, 6, FALSE) = "Bomb", J6, C6 * VLOOKUP(B6, AmmoTypeFactors, 4, FALSE)) to =IF(VLOOKUP(B588, AmmoTypeFactors, 6, FALSE) = "Bomb", J588, C588) * VLOOKUP(B588, AmmoTypeFactors, 4, FALSE).

  3. You removed velocity as a factor in secondary damage for blast and incendiary damage types. Should we consider implementing this for charged ammo blast/emp effects as well?

  4. Regarding the new blast damage formula y = 5.15 * ( x^0.925 ) , it doesn't intersect with the old formula y = x * 10 / 3 until around x = 330. This means any bombs with Pressure (Explosion) of < 330 get a damage increase and any will > 330 get a damage decrease. However, there's only 1 projectile on the sheet (the Tomahawk, an outlier) that has Pressure (Explosion) > 330. This means every other bombs gets its damage buffed; +5% for the big stuff like 155mm, and +20% for the more typical stuff like 40x46mm grenades.
    I recommend we reduce the 5.15 to something closer to 4, so that the two formulas intersect a lot sooner, in the vicinity of the average Pressure (Explosive)--around 25 with the Tomahawk removed--or slightly above, so that it has an equalizing effect--smaller bombs get their damage buffed, bigger ones get their damage reduced.

Copy link

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9581194419.zip

This reverts commit 03a1289.
Copy link

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9594252654.zip

@SamaelGray SamaelGray marked this pull request as draft June 20, 2024 09:32
Copy link

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-9596532784.zip

@SamaelGray SamaelGray marked this pull request as ready for review June 20, 2024 11:22
@N7Huntsman N7Huntsman changed the base branch from Development to Ammo-Misc June 30, 2024 21:55
@N7Huntsman
Copy link
Contributor

Merging this into a side branch to cherry-pick some of the changes for the initial 1.5 release. The various housekeeping changes are fine, but I'm still working over the projectile sheet, so some the actual stat change stuff is liable to change again before it's all said and done--easier to preserve your branch to point at dev again later rather than recreating it/backing changes out.

@N7Huntsman N7Huntsman merged commit a865005 into CombatExtended-Continued:Ammo-Misc Jun 30, 2024
2 checks passed
@N7Huntsman N7Huntsman mentioned this pull request Jun 30, 2024
4 tasks
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Download in Comments This PR has a zipfile download available.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants