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Buff explosions #12864

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merged 3 commits into from Jul 20, 2015

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@Coolthulhu
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commented Jul 8, 2015

Buff to numbers alone. Didn't change any mechanics.

Explosives will be rather weak against turrets (which have armor), but should be acceptable against unarmored stuff.

Numbers are eyeballed, I don't know exactly how high should they be. Any pointers?
Examples like

  • Grenade exploding in inventory should take at least 50% hp from 8 str survivor
  • Dynamite exploding 3 tiles away should deal at least 20 dmg
    etc.
@chaosvolt

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commented Jul 8, 2015

Yay. Now my modded-in tank shall be able to do horrible things to zombies again.

@John-Candlebury

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commented Jul 8, 2015

-Im of the opinion that dynamite and C4 should still deal lethal damage up to a 6 tile radius. And be strong enough to at least demolish half of an ingame house.

Also I dont know if its related, but molotovs blow up in a hella weird way right now,

@chaosvolt

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commented Jul 8, 2015

Hmm. Thing is, is the C4 meant to represent a demolition charge, or a breaching charge?

@kevingranade

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commented Jul 9, 2015

@Coolthulhu

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commented Jul 10, 2015

Buffed explosions heavily against the player. Since monsters have as much total HP as player would have on torso, didn't buff it against monsters. For example, moose has 120 hp, which is as much as "moose-like" player would have on torso alone.

Changed flamethrowers to add fields rather than using the new explosions. The new explosions were too... "explosive". Napalm rockets use a mixture of new and old - they cause flame explosion and then cover it with some extra fire fields.

@chaosvolt

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commented Jul 10, 2015

Ooh, very nice.

Also pondering what would be best for tank shells. A direct hit obviously works wonders, but what are the expected effects on robots if it eats a near-miss, like landing in a adjacent tile?

@Coolthulhu

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commented Jul 10, 2015

Tank shells have an ultra-powerful direct hit damage, but barely any explosive damage. A 1 tile miss is like having a grenade explode nearby.

@chaosvolt

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commented Jul 10, 2015

Ah, I figured it was all about the direct hit, just unsure how much oomph a comparable near-miss has in reality, compared to said near miss in-game. ^^"

@kevingranade

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commented Jul 11, 2015

@chaosvolt

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commented Jul 11, 2015

Ah, good.

Hmm. That does remind me though, what about fragmentation? Seems like fragments were only going maybe 2-3 spaces last time I played with fragmenting explosive ammo, and it was far smaller a radius than the explosion itself.

@kevingranade

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commented Jul 11, 2015

Shrapnel needs a total overhaul, the "shoot pieces in random directions for a while" thing doesn't do what it should with respect to lethality, and wastes a bunch of time animating.

@chaosvolt

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commented Jul 11, 2015

Agreed. At the very least, making it all animate at once would be nice, depending on how laggy that'd be.

@Coolthulhu Coolthulhu changed the title [CR]Buff explosions Buff explosions Jul 19, 2015

@kevingranade kevingranade merged commit 5034722 into CleverRaven:master Jul 20, 2015

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@Coolthulhu Coolthulhu deleted the cataclysmbnteam:explosion-buff branch Feb 23, 2016

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