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Increase muzzle velocity and aoe for uef and seraphim gunship

Open SomeSwkoll opened this issue 2 years ago • 3 comments

This fixes the issue where a single flak can circle dodge vs uef and seraphim gunships and take no damage. In my tests muzzle velocity increases alone were insufficient to counter circle dodge so a combination of aoe increases and muzzle velocity increases to achieve the desired result.

Muzzle velocity 40 -> 60 Damage radius 0 -> 1

SomeSwkoll avatar Aug 29 '22 23:08 SomeSwkoll

The branch should point to deploy/fafbeta.

Note that increasing the muzzle velocity increases the chances of having the collision bug. Especially the t1 Aeon artillery is prone to that: if a projectile ends up colliding with multiple things at once in a frame, it ends up picking the last thing it hit. For a gunship shooting at the t1 Aeon artillery this is the ground, because the tech 1 Aeon artillery is really small / flat. This is why some units are really good at 'evading damage from gunships while walking in a straight line'.

Providing it a damage radius eliminates the problem. My point though is that these changes require each other - if you increase the muzzle velocity, a damage radius (to some degree) is required.

Garanas avatar Aug 30 '22 08:08 Garanas

Giving aoe allows killing reclaim and dealing damage to stacked units which might be not as intended. May be very effective against engies groups as well.

4z0t avatar Aug 31 '22 00:08 4z0t

I think we should look into a very slight homing in the way it was done with Jester.

Tagada14 avatar Oct 12 '22 16:10 Tagada14