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Sign upReduced ranged damage multipliers #5854
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Should fix #5797 too. Great job, macro! |
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I should also note that this only reduces the extremely high damage numbers. Most non critical shots will still look the same. |
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Looking for more commentary before merging (specifically, whether people mind losing the ability to deal high-damage crits/headshots); I haven't shot anything (in a non-debug situation) in a While, so no real opinion personally. |
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The whole throwing deal could use a rebalance, but for now I think headshot damage nerf should be sufficient. This works two ways too, reduce crazy turret headshot damage and make it harder to 1-shot zombie with crit throwing. |
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+1 for this, no need for players to be able to deal high-damage headshots (this has been moaned about here: http://smf.cataclysmdda.com/index.php?topic=5216.0) and I think it'd definitely help balance out ranged. |
kevingranade
reviewed
Feb 1, 2014
| @@ -319,6 +319,8 @@ int Creature::deal_projectile_attack(Creature *source, double missed_by, | |||
| } else if (u_see_this) { | |||
| g->add_msg(_("%s shoots %s."), | |||
| source->disp_name().c_str(), disp_name().c_str()); | |||
| g->add_msg_if_player(this, _("You were hit in the %s for %d damage."), | |||
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kevingranade
Feb 1, 2014
Member
We're moving away from "you took/dealt X damage" messages. Also this is going to print two messages when the player is hit, it should generally only be one message per event.
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macrosblackd
Feb 3, 2014
Author
Contributor
Would wrapping this in a check for self aware be acceptable?
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Yea the crit mulltiplier is probably a bit out of hand, I don't think we've touched it ever since starting DDA, and plenty of other stuff has shifted. |
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I actually toyed around with applying the multiplier after armor On 2/1/14, Kevin Granade notifications@github.com wrote:
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That's the problem, I don't think there IS an armor pen value, you just have to out-damage it. |
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I assume that for now this can be a temporary solution? |
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^^ Agreed, let's merge this and work on the armor part later. |
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Waiting on the message fix Kevin requested. |
macrosblackd commentedJan 31, 2014
In an effort to reduce the number of turret insta kills, I've drastically cut the damage multipliers for criticals and headshots.
This will definitly need to be play tested to gauge effectiveness.