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OT CAS rocket

Open iloveloopers opened this issue 1 year ago • 22 comments

About the pull request

adds AIM-224B-C 'Widowmaker Custom', basically an OT missile works the same as other OT assemblies except you crowbar to remove items doesn't require any skills to tinker with the rocket so that research can also possibly make something (cool smoke?) does not require a detonator does a small explosion (pathetic) if you leave it unlocked or without containers costs 350 points 4 second travel time direct bombard only explosion location is telegraphed by a blinking dot for the entire travel time

Explain why it's good for the game

more CAS options are good requires teamwork for maximum rocket efficiency so inter-department cooperation or whatever nanu likes to say explosion limits up for debate

Testing Photographs and Procedure

https://github.com/cmss13-devs/cmss13/assets/140007537/cf9b4e5f-d675-4198-9feb-e33455ba140d

image

image

Changelog

:cl: add: new missile AIM-224B-C 'Widowmaker Custom' which allows for custom payload. imageadd: added AIM-224B-C 'Widowmaker Custom' sprites. /:cl:

iloveloopers avatar Mar 16 '24 03:03 iloveloopers

I do not personally see a reason as to why we're re-adding what will basically be the fatty equilant.

That was really bad for xeno gameplay, and unfun to deal with due to the insane radius+explosive power and how much weeds/fortifications it could clear out.

Nanu308 avatar Mar 16 '24 04:03 Nanu308

github has fallen millions will not merge

sleepynecrons avatar Mar 16 '24 04:03 sleepynecrons

thanks nanu for saving CM

Huffie56 avatar Mar 16 '24 07:03 Huffie56

I do not personally see a reason as to why we're re-adding what will basically be the fatty equilant.

That was really bad for xeno gameplay, and unfun to deal with due to the insane radius+explosive power and how much weeds/fortifications it could clear out.

But it has the same limits as the OT mortar shell. So if that really where a problem, you need to remove that as well. Because this is, at its core, just another way to use the OT shell.

TheManWithNoHands avatar Mar 16 '24 14:03 TheManWithNoHands

https://github.com/cmss13-devs/cmss13/assets/140007537/f4c98ca9-4ea8-445b-b37a-03f9442822e2

the missile landing location is now telegraphed by a blinking laze for the entire time that it takes to land

iloveloopers avatar Mar 16 '24 21:03 iloveloopers

Its limited by CAS dropship fabricator points, 600 points for each missile + you still have to fill it with chems.

The reaction limits for missile are the same as the OT shell, if that is a problem, then why is the OT shell fine?

It will be just as or even more telegraphed than mortar with the blinking dot light as shown in the video above. It being the only missile that telegraphs its position in such a way will make known to xenos that the explosion WILL likely be larger than normal.

I tested it, you can outrun the instakill radius as a boiler in 2 seconds

It is direct bombard only, you cannot chain multiple of them in a fire mission. You can have multiple of them in the same dropship and fire one after the other, but so can the mortar.

As another commenter pointed out, this is essentially a reskin of the OT shell that requires dropship points instead of metal to make.

This is worth atleast a test merge.

iloveloopers avatar Mar 17 '24 00:03 iloveloopers

I would be up for helping with setting up dynamic balancing based on explosive amount as I have mentioned before on discord should this not be able to be merged for balance reasons.

PhantomEpicness avatar Mar 18 '24 02:03 PhantomEpicness

This is just FATTY again except even better. At least cap the AoE significantly or make this an OB lol

GoldenDarkness55 avatar Mar 24 '24 04:03 GoldenDarkness55

base falloff increased to 150, meaning you can only get maximum effectiveness with custom research explosive chemicals

travel time decreased by 1 second (6 seconds total)

iloveloopers avatar Mar 28 '24 19:03 iloveloopers

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

github-actions[bot] avatar Apr 06 '24 00:04 github-actions[bot]

Its really bad with 150 falloff, if you don't have research chemicals it's always better to run napalm or normal widowmaker (usable in FMs) due to the small radius it will has, however, lowering the falloff will just turn the missile into an OT shell, which is not an option.

So I can either keep it as is which means it will be noob bait unless you have research chemicals Or I can crank up the fire intensity and remove the star shape to make this viable as a mini incend OB, maybe 60 fire intensity? (for reference OB is 80 intensity)

iloveloopers avatar Apr 07 '24 19:04 iloveloopers

majorly changed the explosion limits of the missile, explosion power toned down from 360 to 300 (same as widowmaker) falloff decreased to 90, fire intensity increased to 60 and fire radius increased to 9. star shape from fire removed

Keeping this as a purely explosive ordnance is not gonna work, I'd rather this have some sort of gimmick instead of just being the new fatty. Hoping to encourage players to use more fire instead of boom.

iloveloopers avatar Apr 15 '24 20:04 iloveloopers

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

github-actions[bot] avatar Apr 26 '24 01:04 github-actions[bot]

I've been a bit dead recently so not up to date on how this is ingame currently but will take a further look when i hop on cm

Nanu308 avatar May 01 '24 16:05 Nanu308

Its pretty under-used, price may be too high for how effective it actually is

iloveloopers avatar May 01 '24 17:05 iloveloopers

This is worth atleast a test merge.

Tested it ingame . aside from being insanely time consuming to make . the price is too high for what if offers . the explosion is REALLY mediocre compared to a normal rocket that costs almost the same. and the chemical cost is pretty much the same as a SADAR rocket or a mortar . in its current state is not worth making at all as an OT nor worth wasting a gun slot as PO

Diegoflores31 avatar May 08 '24 20:05 Diegoflores31

This is just FATTY again except even better. At least cap the AoE significantly or make this an OB lol

tested ingame . its worse than any rocket CAS has available and costs a lot too.

Diegoflores31 avatar May 08 '24 20:05 Diegoflores31

travel time reduced to 4 seconds falloff reduced to 60 price reduced to 350 points max volume increased to 300

now works with the demolition scanner

iloveloopers avatar May 08 '24 22:05 iloveloopers

cause data fixed

iloveloopers avatar May 09 '24 05:05 iloveloopers

This pull request has conflicts, please resolve those before we can evaluate the pull request.

cm13-github avatar May 15 '24 03:05 cm13-github

Conflicts have been resolved. A maintainer will review the pull request shortly.

cm13-github avatar May 15 '24 03:05 cm13-github

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

github-actions[bot] avatar May 24 '24 01:05 github-actions[bot]

Closing until this can be in a state that Nanu feels their concerns for the DNM are resolved.

Drulikar avatar May 30 '24 21:05 Drulikar

i miss this test merge and so do 'many' people

Toastina avatar Aug 12 '24 18:08 Toastina

i miss this test merge and so do 'many' people

loopers is gone dude. This is gonna stay burryd unless someone picks it back up.

TheManWithNoHands avatar Aug 12 '24 18:08 TheManWithNoHands