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Increase Max Explosion Radius

Open adacovsk opened this issue 2 years ago • 33 comments

Now with nicer explosions, we can have bigger ones.

What this does

  • MAX_EXPLOSION_RANGE from 14 to 32 (actually from 28 to 32 based on secret black magic trickery)
  • NUKERANGE from 80 to 120
  • TTVs have a soft cap after range 14 (previous max) image

Why it's good

Bigger is better

Changelog

:cl:

  • tweak: Added soft cap for TTVs from 14 to 32. Nuke explosion cap from 80 to 120

adacovsk avatar Jul 22 '22 15:07 adacovsk

Does this change how large maxcaps and bombs can explode in game, or just allow for bigger explosion potential in the codebase?

PrimeDSS13 avatar Jul 22 '22 16:07 PrimeDSS13

That bombcap increase is a monumental balance change. You're increasing the area covered by a TTV by almost 13 times.

Exxion avatar Jul 22 '22 16:07 Exxion

Does this change how large maxcaps and bombs can explode in game, or just allow for bigger explosion potential in the codebase?

The maximum radius is being changed, that's all. If an explosion hit the "max cap", it now has the potential to be bigger

adacovsk avatar Jul 22 '22 16:07 adacovsk

That bombcap increase is a monumental balance change. You're increasing the area covered by a TTV by almost 13 times.

I didn't even look at TTV code, but perhaps there should be a way to cause diminishing returns

adacovsk avatar Jul 22 '22 16:07 adacovsk

I didn't even look at TTV code, but perhaps there should be a way to cause diminishing returns

OK, but there isn't

Exxion avatar Jul 22 '22 16:07 Exxion

I didn't even look at TTV code, but perhaps there should be a way to cause diminishing returns

OK, but there isn't

I'll look into it

adacovsk avatar Jul 22 '22 16:07 adacovsk

Man with no idea why the bombcap was added: "this number could be bigger"

Blithering avatar Jul 22 '22 16:07 Blithering

i know full well why the bomb cap exists, not just here but on pretty much every server

the ancient techniques have been forgotten, the current generation needs to be reminded of why people once feared the sight of a scientist pulling a green EOD locker, why security random searched scientists leaving the toxins lab on code green

WindowsErrors avatar Jul 22 '22 16:07 WindowsErrors

Why leave toxins when you can make the station vanish by opening the valve right where you are?

Blithering avatar Jul 22 '22 16:07 Blithering

This is a terrible and demented idea.

We should merge it for a day at least.

ValkyrieSkies avatar Jul 22 '22 16:07 ValkyrieSkies

I'm still in favor of increasing the bombcap with a substantial rework of TTV math, but as this is it's just a straight buff. With the softcap, you are now increasing the maximum covered area of a TTV by """only""" almost 7 times

Exxion avatar Jul 22 '22 17:07 Exxion

Ship this as is

angryturnip avatar Jul 22 '22 19:07 angryturnip

I am personally a fan of a single dudebomb wiping out the entire station

PrimeDSS13 avatar Jul 22 '22 20:07 PrimeDSS13

I'm all up for raised bombcap. I've seen turbo toxin researchers (like biddy) get the good dued bombes even while limited by the cap. I want to see the station disappear with no survivors.

Eneocho avatar Jul 22 '22 20:07 Eneocho

If you were to get a fuckhueg explosion or a nuke explosion (with this change) would the explosion be bombdodgable? Or is the code rework powerful enough to process a 50dev without any lag?

Eneocho avatar Jul 22 '22 20:07 Eneocho

If you were to get a fuckhueg explosion or a nuke explosion (with this change) would the explosion be bombdodgable? Or is the code rework powerful enough to process a 50dev without any lag?

it's more dodgable the further away you are, so 120 should be easily dodgable... 50dev is pretty easy to handle, but I think for playability, having it lower is probably still better, I've updated it to 24

adacovsk avatar Jul 22 '22 21:07 adacovsk

So bombdodging lives on then?

Eneocho avatar Jul 22 '22 21:07 Eneocho

So bombdodging lives on then?

bigger the radius, the easier it is to dodge

adacovsk avatar Jul 22 '22 21:07 adacovsk

I'll take that as a yes.

Eneocho avatar Jul 22 '22 21:07 Eneocho

I should probably point out that this PR doesn't actually change anything on live, since it's a config setting on the secret repo. I assume anyone merging it would change that as well, though. I also just remembered that said config setting on live is actually set to 28, not the default 14, so with the softcap it's actually only a buff of like 60% more covered area than already happens on live. That's not nothing, but isn't a ridiculously massive change.

EDIT: I just noticed that you lowered it further to a new lower hardcap You can definitely increase that again to at least 28

Exxion avatar Jul 23 '22 02:07 Exxion

I should probably point out that this PR doesn't actually change anything on live, since it's a config setting on the secret repo. I assume anyone merging it would change that as well, though. I also just remembered that said config setting on live is actually set to 28, not the default 14, so with the softcap it's actually only a buff of like 60% more covered area than already happens on live. That's not nothing, but isn't a ridiculously massive change.

EDIT: I just noticed that you lowered it further to a new lower hardcap You can definitely increase that again to at least 28

aghhhhhhhhh

adacovsk avatar Jul 23 '22 02:07 adacovsk

~~Example radiuses of 3 current bombs compared to 1 new bomb~~

Of course, due to r-walls, this core bomb would have a smaller impact in reality (It would be completely realistic for a bar bomb to destroy the bridge, medbay, and brig lobby however). Just trying to convey a sense of scale here. I predict 1 week of bomb spam followed by revert.

Kurfursten avatar Jul 23 '22 05:07 Kurfursten

@Kurfursten Again, the range on live right now is 28, not 14

Exxion avatar Jul 23 '22 12:07 Exxion

To note, max caps are currently DEV 7 (range 28) on live. Shardbombs explode at DEV 8 (ignores maxcap). PR as of this writing (adacovsk PR so it may change) will alter the maxcap to be DEV 8 (range 32) . This is a relatively minor change vs the (14 to 50) scare. A DEV 7 and DEV 8 are both perfectly good at deleting Box's insides. The bigger change is the nerf to dudebombs. You might have to actually mix gasses now to hit DEV 8...

jwhitak avatar Jul 24 '22 10:07 jwhitak

Why are you expressing distance in such a weird way? Dev 7 means things inside 7 radius get devastated. Do you mean 7 dev radius has 28 light radius? Range is too vague a word since explosives all have 3 ranges, dev heavy light.

Kurfursten avatar Jul 24 '22 15:07 Kurfursten

The light range is the way it's expressed in the code for tank bombs. The heavy range is half of that, and dev range is half of heavy.

Exxion avatar Jul 24 '22 15:07 Exxion

That makes it nice and convenient

Kurfursten avatar Jul 24 '22 20:07 Kurfursten

Why are you expressing distance in such a weird way?

Sorry, most convos I've had about explosions referred to the explosive power in terms of DEV, opposed to range. I translated it so my brain could process it better.

jwhitak avatar Jul 25 '22 06:07 jwhitak

if i understand right, this makes current 7dev/28range toxinsbombs about 5dev/20 range? and slightly raises the cap for toxins autists to 8dev/32 range?

pedr69 avatar Aug 08 '22 15:08 pedr69

Can't wait to see the retarded gigafuckyou bombs biddy comes up with.

Eneocho avatar Aug 08 '22 19:08 Eneocho

if i understand right, this makes current 7dev/28range toxinsbombs about 5dev/20 range? and slightly raises the cap for toxins autists to 8dev/32 range?

in theory, this is my understanding

adacovsk avatar Aug 08 '22 23:08 adacovsk

It means light damage, but it's a config option and is set to 28 on the live server, not the 14 you see in the code

Exxion avatar Aug 09 '22 01:08 Exxion