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Grenadier self destruction damage a way too high... #10114

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vipches opened this issue Nov 26, 2015 · 8 comments
Closed

Grenadier self destruction damage a way too high... #10114

vipches opened this issue Nov 26, 2015 · 8 comments

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@vipches
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vipches commented Nov 26, 2015

So, I found a really big problem about the grenadier, on both red alert and dune 2000, because those grenadier self destruction damage a way too high, which it will kill almost every friendly infantry nearby, most the time the grenadier is with other infantry on combat, and they are going way too front, make them get killed on the frist place, and even worst, if many of them stay together, it will cause chain reaction, make them blow up almost half you infantry group, is way too high on the damage, and most the time they will get killed without even reach the thorwing range or before throwing the grenade, because those problem, the grenadier is become almost useless, almost useless on the crazy ivan on the red alert 2.

@vipches vipches changed the title Grenadier self destruction damge a way too high... Grenadier self destruction damage a way too high... Nov 26, 2015
@vipches
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vipches commented Nov 27, 2015

Well, I was later check the new version playtest 20151114, and look like the grenadier self destruction on dune 2000 was already balanced, but red alert is still the same, hope some one make it soon.

@MustaphaTR
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MustaphaTR commented Feb 6, 2017

Reason of RA Grenadiers' high damage is that they lack of EmptyWeapon: under Explodes: and uses default UnitExplode weapon, while their Weapon: is UnitExplodeSmall.

@pchote
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pchote commented Feb 6, 2017

This is a silly oversight with an easy fix, so adding to the next release milestone.

@pchote pchote added this to the Next Release milestone Feb 6, 2017
@MustaphaTR
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That would effect the balancing tho.

Pinging @SoScared

@SoScared
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SoScared commented Feb 6, 2017

Hello!

OP calling the current grenadier "almost useless" is incorrect - as of late 2015 (same year as this issue was posted) Grenadiers has become widely used and integrated with Soviets early game. As far as I'm concerned the RA Grenadier is balanced. Holding off quick waves of solid blobs of grenadiers sounds like a nightmare to me. Besides, watching exploding blobs of grenadiers is immensely satisfying.

If there's a proper way to emulate the 'bugged' behavior with proper code I'd recommend doing so.

@pchote
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pchote commented Feb 6, 2017

If we want to keep the current behaviour then we should remove the useless and misleading Weapon: UnitExplodeSmall to make it explicit that UnitExplode is intentional.

@ltem
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ltem commented Feb 8, 2017

So to gets this correct:

  • Change Weapon: UnitExplodeSmall to Weapon: UnitExplode (Explodes-Trait requires a weapon).
  • Delete Weapon: UnitExplodeSmall, Weapon: UnitExplode is the default
  • We won't add a EmptyWeapon: UnitExplode because this is already the default.
  • This means that if the grenadier gets killed while his weapon is loaded, he will trigger now a normal explosion!

Before:

   Explodes:
   	Weapon: UnitExplodeSmall
   	Chance: 50

After:

	Explodes:
		Weapon: UnitExplode
		Chance: 50

If this is okay I would make a PR for it.

@pchote
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pchote commented Feb 10, 2017

Closing as per #12728.

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