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[RA] Adjust AoE damage vs Wood in relation to HitShape Playtest. #13643

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merged 1 commit into from Jul 17, 2017

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SoScared commented Jul 14, 2017

Adjusts Artillery, Parabomb, Cruiser, Missile Sub, ABomb and Nuke Truck damage vs wood to mimic the current release.

I've spent some time running release and bleed clients side-by-side.

Their damage output is now fairly similar with a few exceptions. It should be much easier to playtest and adjust following these values compared to vanilla.

*Swapped Sub Pen and Naval Yard armor type from Light to Wood.

*Swapped Gap Generator 1000hp Wood armor with 500hp Heavy armor.

@pchote pchote added this to the Playtest featuring updated HitShapes milestone Jul 14, 2017

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FrameLimiter Jul 14, 2017

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Some notable outliers:
∙The Gap generator is 1000hp wood armor & has a 1 cell footprint. (an issue for artillery)

∙The Naval Yard & Submarine Pen have light armor instead of wood. (para-bombs will destroy them)

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FrameLimiter commented Jul 14, 2017

Some notable outliers:
∙The Gap generator is 1000hp wood armor & has a 1 cell footprint. (an issue for artillery)

∙The Naval Yard & Submarine Pen have light armor instead of wood. (para-bombs will destroy them)

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1000hp wood armor on the Gap Generator sounds very counter-intuitive. I had no idea and I'd guess most people would think it has heavy armor as a defensive structure. What would be a proper heavy armor counter-part?

I also guess the Naval Yard and Sub Pen light armor will soak plenty of damage from Artillery, Cruiser and MSubs as well.

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SoScared commented Jul 14, 2017

1000hp wood armor on the Gap Generator sounds very counter-intuitive. I had no idea and I'd guess most people would think it has heavy armor as a defensive structure. What would be a proper heavy armor counter-part?

I also guess the Naval Yard and Sub Pen light armor will soak plenty of damage from Artillery, Cruiser and MSubs as well.

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If you can check the Yaks vs War factories and refineries since Yaks have a larger AoE now.

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AoAGeneral commented Jul 15, 2017

If you can check the Yaks vs War factories and refineries since Yaks have a larger AoE now.

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For the Gap Generator I'd suggest just doing 400hp-heavy for the sake of consistency. But if you want to maintain its superior resilience over the other defenses, I'd suggest 500hp. (keeping it under 540hp so that three V2's can still snipe it)

The SYRD & SPEN issue can be solved by simply switching them from light to wood armor (the DD-Stinger, SS-TorpTube, and PT-2Inch all damage wood & light armor the same with 75%)

@AoAGeneral The Yaks have the same performance against the larger footprint structures since the damage output is the same; it's just now drawn over a larger area. Their performance is now 'less' against 1 cell targets, e.g. a yak can no longer kill a TTNK with a full payload of ammo.

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FrameLimiter commented Jul 15, 2017

For the Gap Generator I'd suggest just doing 400hp-heavy for the sake of consistency. But if you want to maintain its superior resilience over the other defenses, I'd suggest 500hp. (keeping it under 540hp so that three V2's can still snipe it)

The SYRD & SPEN issue can be solved by simply switching them from light to wood armor (the DD-Stinger, SS-TorpTube, and PT-2Inch all damage wood & light armor the same with 75%)

@AoAGeneral The Yaks have the same performance against the larger footprint structures since the damage output is the same; it's just now drawn over a larger area. Their performance is now 'less' against 1 cell targets, e.g. a yak can no longer kill a TTNK with a full payload of ammo.

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The Yaks have the same performance against the larger footprint structures since the damage output is the same; it's just now drawn over a larger area.

Actually I made some tweaks in that PR:

- increased ammo per gun from 9 to 10, for two full double-5-burst salvoes, adjusted ReloadDelay to keep total reload time about the same
- increased Spread by 33% to make up for lower effective pin-point accuracy
- increased damage vs. infantry by 25%, vs. light armor by 16.67%, vs. heavy armor by ~10%

But that probably wasn't enough to make up for the strafing.

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reaperrr commented Jul 16, 2017

The Yaks have the same performance against the larger footprint structures since the damage output is the same; it's just now drawn over a larger area.

Actually I made some tweaks in that PR:

- increased ammo per gun from 9 to 10, for two full double-5-burst salvoes, adjusted ReloadDelay to keep total reload time about the same
- increased Spread by 33% to make up for lower effective pin-point accuracy
- increased damage vs. infantry by 25%, vs. light armor by 16.67%, vs. heavy armor by ~10%

But that probably wasn't enough to make up for the strafing.

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All right then. Unless I've overlooked something, the SPen and NYard should adopt wood armor without issue. Curious as to why they got light armor in the first place.

500hp heavy on the Gap sounds like a decent solution. The structure is still a bit obscure in the meta so it should be a safe transition.

I'll get on it asap.

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SoScared commented Jul 17, 2017

All right then. Unless I've overlooked something, the SPen and NYard should adopt wood armor without issue. Curious as to why they got light armor in the first place.

500hp heavy on the Gap sounds like a decent solution. The structure is still a bit obscure in the meta so it should be a safe transition.

I'll get on it asap.

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Added and updated OP!

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SoScared commented Jul 17, 2017

Added and updated OP!

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Artillery altered.

Inaccuracy: 2c256 up from 1c682
Damage: 240, up from 220
vs Wood: 40, down from 75 (up from 35 within this PR)

🤞

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SoScared commented Jul 17, 2017

Artillery altered.

Inaccuracy: 2c256 up from 1c682
Damage: 240, up from 220
vs Wood: 40, down from 75 (up from 35 within this PR)

🤞

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Ok, let's try this. 👍 :)

@reaperrr reaperrr merged commit 9097837 into OpenRA:bleed Jul 17, 2017

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reaperrr commented Jul 17, 2017

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