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Multiply damage and HP by 10 for D2K #14461

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merged 3 commits into from Dec 12, 2017

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@Arular101
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Arular101 commented Nov 30, 2017

Same changes as #14301 (#14448 related).
Link to issue #11719.

I only adjusted one value. I decided to not adjust any other value because this is not needed. The values in D2K are ten times higher compared to RA and TD. This results in less than 1% difference after the conversion (with some exceptions), whereby in RA and TD the differences could go up to 50%. Luckily, there are not that much different weapons in D2K compared to the other mods, so I can post the values in one screenshot. However, they do have more different armor types.
d2k

The exceptions with more than 1% difference are:
Debris2 vs wall
Debris3 vs wall and vs harv
Sound@1Dam and Sound@2Dam
Grenade and GrenDeath vs harv
SpiceExplosion
BloomExplosion vs wall
^MG vs wall

I'm not familiar with D2K, but I think the Debris damages, Spice and Bloom explosions are not that common to do a little more damage vs for example a wall. We are talking about less than 1 damage difference after all.

The Grenade and GrenDeath vs harvesters, and the MGs vs the wall the same reasons.

The Sound@1Dam and Sound@2Dam are adjusted. The differences could go up to more than 1 damage because the weapon has multiple impacts.

Keep in mind, because I decide to not change the values does not mean that I won't change it if desired.

There are some errors in D2K. The concrete armor type is only defined in a couple of weapons. There is only one building with concrete armor, the Large Gun Turret Rocket Turret. All weapons without the vs concrete trait does 100% damage to concrete. The should probably be changed in a separate PR.

The PlasmaExplosion does damage vs invulnerable armor type. This should also be changed in a separate PR.

In the second commit I also changed the DeviatorMissile. It does 100 damage vs everything and 50 damage vs the construction yard, but now written differently.

The upgrade rules will be added in this PR in a separate commit after the upgrade rules for the RA and TD mod are merged.

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I checked the concrete armor, it is correct.

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MustaphaTR commented Nov 30, 2017

I checked the concrete armor, it is correct.

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Arular101 Dec 2, 2017

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Well, then this means that it was an oversight of the original developers. Currently, for example, the 155mm does 90 damage vs the Gun Turret and 450 damage vs the Rocket Turret. Or the ^MG does 25 damage vs the Gun Turret and 125 damage vs the Rocket Turret.

It is better to change the armor type of the Rocket Turret and remove all the remaining defined vs concrete.

The armor type of the Rocket Turret can be changed to heavy, making it stronger than it currently is. If you don't like that it is much stronger, then the HP can be reduced or the armor type can be changed to light.

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Arular101 commented Dec 2, 2017

Well, then this means that it was an oversight of the original developers. Currently, for example, the 155mm does 90 damage vs the Gun Turret and 450 damage vs the Rocket Turret. Or the ^MG does 25 damage vs the Gun Turret and 125 damage vs the Rocket Turret.

It is better to change the armor type of the Rocket Turret and remove all the remaining defined vs concrete.

The armor type of the Rocket Turret can be changed to heavy, making it stronger than it currently is. If you don't like that it is much stronger, then the HP can be reduced or the armor type can be changed to light.

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We are strictly keeping D2K to use original values, for now. Plan is to start rebalancing when we get left gameplay mechanics for D2K to added. (Saboteur Cloak, Starport, Original Ornithopter and Death Hand Behaviour etc.) So no, even if that doesn't makes sense, keep it as is.

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MustaphaTR commented Dec 2, 2017

We are strictly keeping D2K to use original values, for now. Plan is to start rebalancing when we get left gameplay mechanics for D2K to added. (Saboteur Cloak, Starport, Original Ornithopter and Death Hand Behaviour etc.) So no, even if that doesn't makes sense, keep it as is.

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Oh okay, I didn't know that.

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Arular101 commented Dec 2, 2017

Oh okay, I didn't know that.

@pchote pchote added this to the Next release milestone Dec 10, 2017

Show outdated Hide outdated mods/d2k/weapons/other.yaml Outdated
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👍 after those minor points.

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reaperrr commented Dec 12, 2017

👍 after those minor points.

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Updated. Shall I also remove the DeviatorMissile changes? Currently it does 500 damage to the Rocket Turret if it's force-fired, with my change it does only 100 damage (like how it does 100 damage to the rest of the armor types). This way noting will be changed compared to the original game (and its oversights :P).

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Arular101 commented Dec 12, 2017

Updated. Shall I also remove the DeviatorMissile changes? Currently it does 500 damage to the Rocket Turret if it's force-fired, with my change it does only 100 damage (like how it does 100 damage to the rest of the armor types). This way noting will be changed compared to the original game (and its oversights :P).

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Upgrade rules can be added now.

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reaperrr commented Dec 12, 2017

Upgrade rules can be added now.

@abcdefg30 abcdefg30 merged commit 1bf59e8 into OpenRA:bleed Dec 12, 2017

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abcdefg30 commented Dec 12, 2017

@Arular101 Arular101 deleted the Arular101:D2K-damage-HP-x10 branch Jan 2, 2018

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There are some errors in D2K.

These have been confirmed in #14681 and hopefully fixed in #14690.

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pchote commented Jan 8, 2018

There are some errors in D2K.

These have been confirmed in #14681 and hopefully fixed in #14690.

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Ah, glad it's taken care of.

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Arular101 commented Jan 8, 2018

Ah, glad it's taken care of.

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