TerraGov-Marine-Corps
TerraGov-Marine-Corps copied to clipboard
Improves the wide flamer nozzle and related refactor
About The Pull Request
So this was a rabbit hole of code to rework, guh.
Changed the way the wide nozzle calculates the turfs to burn, giving it more of a natural icecream cone sort of shape instead of a wide pyramid.
https://user-images.githubusercontent.com/7869430/187071890-a785afd5-f6ee-426f-9cbc-9da550b455fa.mp4
This should hopefully be actually useful, compared to the current iteration which is frankly niche if not outright bad.
Also refactors a bunch of flamer code, and some global procs related to CONES (literally the worst), and calculating valid pathing between turfs. Notably there is now a cone proc that actually works (so for an obvious example prae acid cone could be changed as well, among other things), and flamers will now actually burn turfs that have border objects on them like windoors or barricades where it makes sense for them to do so.
I've tested this pretty thoroughly, but probs TM it anyway. Also maybe people will think that the range or angle of the cone should be tweaked.
Why It's Good For The Game
Wurf flammen betterer Bug fix good I have finally conquered the vicious cone
Changelog
:cl: balance: Changed the AOE calculation for the wide flamer nozzle to be more useful fix: fixed flamers not igniting tiles with border objects like barricades or windoors in suitable cases refactor: refactored some flamer and cone code /:cl:
Around 9-10 seconds in the demo vid, why do some flames appear directly under you when you aren't firing?
Around 9-10 seconds in the demo vid, why do some flames appear directly under you when you aren't firing?
Recursive flames is checking for tiles already flamed, relative to where you are. I assumed it's because you're holding down the trigger for a moment. It's not actually the tile I'm on, it's the tile in front of me as soon as I move. This is intended, but if people think it's fucky it would be easy enough to use the location of src at the time of firing.
cone flamer being a niche tool that is generally bad was what it is designed for
if xenos are walling off entire sections of cave then you use cone flamer to stop that, this would make it the best maze clearing option in all scenarios
Around 9-10 seconds in the demo vid, why do some flames appear directly under you when you aren't firing?
Recursive flames is checking for tiles already flamed, relative to where you are. I assumed it's because you're holding down the trigger for a moment. It's not actually the tile I'm on, it's the tile in front of me as soon as I move. This is intended, but if people think it's fucky it would be easy enough to use the location of src at the time of firing.
Look funky as hell yes
Updated to only run the code proc once and instead burn the tile in them layer by layer, so it should be a bit more efficient without changing it's behavior.
Also changed it to use get_turf(src) when first fired, so the cone won't shift if you move/get teleported etc.
ahhh sorry, Was clicking the one button and it was just your names changing place.
this makes the standard nozzle obsolete, I hope you know that
this makes the standard nozzle obsolete, I hope you know that
It absolutely chews through ammo like nothing. I burned through an entire backtank in like 20 minutes and I wasn't even spamming it as much as I would have liked.
Sure a single blast covers more area than the narrow nozzle, but that's not any more damage on anything you hit, and you can't choose to cover a shorter distance when that's not necessary. It's full blast or nothing.
this makes the standard nozzle obsolete, I hope you know that
It absolutely chews through ammo like nothing. I burned through an entire backtank in like 20 minutes and I wasn't even spamming it as much as I would have liked.
Sure a single blast covers more area than the narrow nozzle, but that's not any more damage on anything you hit, and you can't choose to cover a shorter distance when that's not necessary. It's full blast or nothing.
yes, but generally if you're a pyro nerd, you're taking point, and you know to bring welding tanks down to the planet. x fuel is gonna become a bajillion times more oppressive. hivelords are going to mald so hard.
this makes the standard nozzle obsolete, I hope you know that
It absolutely chews through ammo like nothing. I burned through an entire backtank in like 20 minutes and I wasn't even spamming it as much as I would have liked. Sure a single blast covers more area than the narrow nozzle, but that's not any more damage on anything you hit, and you can't choose to cover a shorter distance when that's not necessary. It's full blast or nothing.
yes, but generally if you're a pyro nerd, you're taking point, and you know to bring welding tanks down to the planet. x fuel is gonna become a bajillion times more oppressive. hivelords are going to mald so hard.
you can fire 25 times before a backtank is empty, you're gonna burn through that xfuel real quick
this makes the standard nozzle obsolete, I hope you know that
It absolutely chews through ammo like nothing. I burned through an entire backtank in like 20 minutes and I wasn't even spamming it as much as I would have liked. Sure a single blast covers more area than the narrow nozzle, but that's not any more damage on anything you hit, and you can't choose to cover a shorter distance when that's not necessary. It's full blast or nothing.
yes, but generally if you're a pyro nerd, you're taking point, and you know to bring welding tanks down to the planet. x fuel is gonna become a bajillion times more oppressive. hivelords are going to mald so hard.
you can fire 25 times before a backtank is empty, you're gonna burn through that xfuel real quick
Right, but antennae module, and welder backpack canisters... the only limiter here is water. Edit: But hey, I've played with it, and it's fun. So if you think it's fine, put it in. I'm going to get my pyro on, until enough xeno salt manifests a chang.
As per this PR, the wide nozzle is a bit too oppressive. I have attached a screenshot of its range, which is worse than it's ever been.
For further reference, this is the standard nozzle flamer.
The other nozzle is just a fireball and one tile of fire, so I've decided to omit that.
This is objectively just a direct upgrade (and buff) to the flamer, allowing it to occupy a lot more range than what is healthy for balance. It is likewise complicated to deal with, as it chews through resin structures relatively quickly and leaves little space for xenos to maneuver and/or punish. Gets worse with X fuel. Fuel is not exactly an issue when you can bring plenty, and effectively invalidate the amount of fuel that is used up for every flamer shot.
A: Why'd you nerf line flamer, B: why isn't it in the changelogs