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Feral / Federation Partial Armor + Tweaks #3359
Feral / Federation Partial Armor + Tweaks #3359
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10483192822.zip |
ModPatches/Rimsenal Feral/Patches/Rimsenal Feral/ThingDefs_Misc/Feral_MutantWeapons.xml
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Fix default projectile
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10504967807.zip |
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Federation:
- It might be worthwhile to go through the Federation weapons and, where sensible, add no ammo reloads to some of the weapons like I've done for the Crucible Cannon.
This way, they don't have to have such long cooldowns to balance out their infinite ammo and lack of a need to pause to reload. If memory serves, this patch most likely pre-dates our ability to do this.
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While we''re making a pass on this patch, we probably should consider letting some of these weapons target locations, since they're AOE.
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Additionally, we should/could implement bits for world-tile bombardment; perhaps allowing plasma bombard to shell similar to the mortar (if we think its appropriate) and giving the Federation specfic shelling responses (probably a return fire of plasma bombard projectiles?)
@@ -35,7 +36,7 @@ | |||
<SwayFactor>1.21</SwayFactor> | |||
<Bulk>28.00</Bulk> | |||
<Mass>24.00</Mass> | |||
<RangedWeapon_Cooldown>8</RangedWeapon_Cooldown> | |||
<RangedWeapon_Cooldown>1.6</RangedWeapon_Cooldown> |
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If memory serves, this patch pre-dates our ability to make weapons reloading without consuming ammo--so I suspect the long cooldown was intended to keep the weapon from being an endless firehose of death, since it's the weapon carried by the Federator.
The shorter cooldown is fine, but I've added a reloading roughly analogus to the HCB--let me know your thoughts?
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I had considered going with the no ammo reload approach for a number of weapons but didn't want to tweak too much outside of what was required to get them more in a normal state (the problem with the crucible cannon in particular is that the 8s cooldown meant what would often happen is they would get 2 shots off, the target would go into cover and then they would proceed to sit and twiddle their thumbs for 8 seconds, massively reducing their actual threat).
<suppressionFactor>6.0</suppressionFactor> | ||
<dangerFactor>4.0</dangerFactor> | ||
<damageDef>Plasma</damageDef> | ||
<speed>16</speed> |
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I think this is going to be too slow, given the reasonably long range of the weapons that use it like the plasma rifle--the target can comfortably be 4 - 5 tiles if it starts moving as you fire, and leading a target that's constantly making tiny course changes as it navigates rough terrain is a crap shoot.
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The plasma rifle itself is actually the longest range, with the other launchers generally being on the shorter end for their sort of weapon.
Additionally the reduced gravity factor the plasma projectiles have mitigates the effect of the speed somewhat and the flat trajectory still allows for incidental hits since they mostly fly at target height across their path, creating a zone of suppression thus limiting target movements.
Finally, the plasma guns are suppsoed to be high strength anti-static weapons, even in vanilla it is trivial to walk out of their path if you have the space to do so, the risk being that in order to do that you have to be out in the open to do so and as such succeptable to every non plasma armament in the raid (and even still, the plasma spheres providing suppresson means that if you screw up you'll get locked in place and killed).
@@ -20,6 +20,7 @@ | |||
<soundCast>RS_ShotHarmonizer</soundCast> | |||
<muzzleFlashScale>17</muzzleFlashScale> | |||
<soundCastTail>GunTail_Heavy</soundCastTail> | |||
<ignorePartialLoSBlocker>true</ignorePartialLoSBlocker> |
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While we're at it, we probably want to let some of these weapons (including this one) target locations--which it doesn't appear they can currently do.
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Yeah I'll go ahead and check it out.
Reload added for all non-static federation weapons. In general it's 3 full auto bursts, 5 for MG-ish weapons (heat projector, crucible cannon). Overall adjustments to warm-up, cooldown and recoil to compensate. Tool added for grenade and bomb. Further partial armor tweaks. Buffs to federator to match its whopping 1k of combat power and not make the raids before it is part of the raidgroups *harder* than afterwards. Painshock removed from all federation mechs and bions. Damage reduction removed. Added parentdef tag to headgear to hopefully prevent rendering bug.
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10538891213.zip |
Matched crucible cannon and harvester properties for projectiles/reload speed. Plamsa mortar now has 25 second reload, fires a spread shot as the intended projectile is kind of supposed to be in vanilla. Projectile slowed down and gravity reduced. Custom bombardment response and shelling type (due to not being able to make burst/scatter munitions, includes 3 ammo types to support) for federation faction.
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10540344924.zip |
…batextended-1 into pr/Tostov/3359
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10545297183.zip |
You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10550226079.zip |
fb23992
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CombatExtended-Continued:Development
Additions
Partial armor where suggested.
Natural Armor degradation.
Federation weapons now have a non-ammo consuming reload system.
Buffed armor that degrades for bions
Bions are now pain shock immune.
Federation custom bombardment response and shelling type. (Cluster and Heavy plasma bombs, prefer bombing to raiding and have slow world projectiles)
Changes
Bions now have much higher base armor, but it now degrades to less, more signficantly for blunt armor which will reduce down to 20%, while the sharp will reduce down to around 50% of the new value (slightly lower than what they were prior to this change)
Mutants also have degrading armor. The hulk mutant now has partial on the arms/legs roughly equivalent to flak, and steel helmet/vest equivalent on their head/torso.
Federation ammo has been tweaeked to now inherit from its own bases.
Plasma has been slowed to near vanilla speed now, suppression effect and damage raised.
Federation weapons now have a reload comp, but still do not use ammo.
Testing
Check tests you have performed: