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SCU rebalance #4621

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TurinturambarFAF
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@TurinturambarFAF TurinturambarFAF commented Jan 22, 2023

Nerfs the raw SCU HP and dps to the level of a vanilla ACU and also nerfs the raw SCU bp from 56 to 40 and compensates these changes by buffs of the respective upgrades.

See: #4642

Nerfs the base SCU and adjusts the upgrades to compensate for the nerf.
ners the base aeon SCU and redistributes the nerfs over the different upgrades.
ners the base sera SCU and redistributes the nerfs over the different upgrades.
nerfs the base cybran SCU and redistributes the nerfs over the different upgrades.
@Garanas
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Garanas commented Jan 23, 2023

What are the ink files 🤔 ?

@Garanas Garanas added the area: balance related to units balance label Jan 23, 2023
@Tagada14
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Please fix some of the formatting issues and the ink files. Also, shouldn't the Cybran have 10k hp if we are going with the same hp as the ACU theme?

@Tagada14
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Please resolve the conflict so that I can merge the PR

@ComradeStryker
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ComradeStryker commented Jan 25, 2023

Won't this affect how much HP these units gain when they vet?

These changes will affect the 3 factions with shieldable SACUs more than the last faction.
In the long run, they're losing more HP as, for example, the Seraphim's SACU's shield doesn't vet with the unit.

This won't really affect Cybran SACUs as they get their base HP back with the upgrade.
But the other 3, won't.


~ Stryker

@Tagada14
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It will have slight effects on the units but it really doesn't matter. The difference will be negligible.

@@ -494,7 +494,7 @@ UnitBlueprint {
Icon = 'ss',
Name = '<LOC enhancements_0031>Reacton Refractor',
NewDamageRadiusMod = 3.5,

NewDamageMod = 200,
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You have to add the NewDamageMod to both the Enhancement and it's removal since in the script you refer to the instance of the Enhancement. The script of the Aeon SCU needs to be changed as well.
wep:AddDamageMod(-self:GetBlueprint().Enhancements['RightReactonCannon'].NewDamageMod)
This line makes no sense AFAIK, it should be
wep:AddDamageMod(-bp.NewDamageMod)

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Actually you could change this:
wep:AddDamageMod(-self:GetBlueprint().Enhancements['RightReactonCannon'].NewDamageMod)
to:
wep:AddDamageMod(-self:GetBlueprint().Enhancements['StabilitySuppressant'].NewDamageMod)

elseif enh =='AdvancedCoolingUpgradeRemove' then
local wep = self:GetWeaponByLabel('RightHeavyPlasmaCannon')
wep:ChangeRateOfFire(self:GetBlueprint().Weapon[1].RateOfFire or 1)
wep:AddDamageMod(-bp.UpgradeDamageMod)
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wep:AddDamageMod(-self:GetBlueprint().Enhancements['AdvancedCoolingUpgrade'].UpgradeDamageMod)

@@ -399,6 +399,7 @@ UnitBlueprint {
'Back_Upgrade',
},
Slot = 'Back',
UpgradeDamageMod = 300,
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This should be NewDamageMod

@@ -156,6 +157,7 @@ XSL0301 = Class(CommandUnit) {
self:SetIntelRadius('Vision', bpIntel.VisionRadius or 26)
self:SetIntelRadius('Omni', bpIntel.OmniRadius or 16)
local wep = self:GetWeaponByLabel('LightChronatronCannon')
wep:AddDamageMod(-bp.NewDamageMod or 0)
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wep:AddDamageMod(-wep:AddDamageMod(-self:GetBlueprint().Enhancements['EnhancedSensors'].NewDamageMod))

@Tagada14
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Tagada14 commented Jan 26, 2023

@Garanas
Is this fine or bad practice?
wep:AddDamageMod(-wep:AddDamageMod(-self:GetBlueprint().Enhancements['EnhancedSensors'].NewDamageMod))
I would like to avoid having to add values like HP, Damage, etc. in both the enhancement and its removal but I would like to know if this method is fine or not. Also perhaps there is a better way?

@Tagada14
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@TurinturambarFAF Can you allow me to push to your Repo so that I can update this branch with the changes fixing all those things I mentioned in the review?
Also, next time please at least test the changes, half of the damage upgrades were broken XD

@Garanas
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Garanas commented Jan 26, 2023

@Garanas Is this fine or bad practice? wep:AddDamageMod(-wep:AddDamageMod(-self:GetBlueprint().Enhancements['EnhancedSensors'].NewDamageMod)) I would like to avoid having to add values like HP, Damage, etc. in both the enhancement and its removal but I would like to know if this method is fine or not. Also perhaps there is a better way?

I'm not too familiar with how enhancements work, but it seems to me it is best to do the same thing that the gun upgrade of ACUs do in terms of coding style.

@Tagada14 Tagada14 mentioned this pull request Jan 27, 2023
@Tagada14 Tagada14 closed this Jan 27, 2023
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4 participants