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Improve Bomb Truck Locomotor #979
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* Add Window reference images for Zero Hour 104 * Add Window reference images for various Zero Hour mods
Co-authored-by: xezon <gentool.net@gmail.com>
…iot, Paladin, Nighthawk, Raptor, Camouflage, SCUD Storm (#425) * Update SpecialPower.ini Scud Storm revert to 5 mins: Nerf was unnecesarry. The main approach of 1.04p is to buff the weaknesses. A nerf is only used in cases where an unfair advantage is present relative to other factions (Air Force chinook e.g.). With the BT included the balance is now like so: Particle Cannon 4+1 minutes, Nuclear Missile 5+1 minutes, Scud Storm 5+2 minutes. * Patriot Defence for Air/USA Air/USA Patriots slight change to $750/25s: Build Time reverted, the trade is a slight price increase again to make the overall change more minimalistic and more predictable for the user. * Update InfantryGeneral.ini Inf Bunker revert build time and price ($700/8s): Nerf was not necessary (see Scud Storm motivation). * Update AmericaAir.ini USA Raptors to $1100: To prevent unpredictable scenarios (potential over-buff), the Vanilla Raptor price reduction has been reverted to match the King Raptor. There should no reason why this inferior unit should be more expensive than the King Raptor. USA Stealth Fighters to $1250: Same scenario, all Stealth Fighters have been matched to the Airforce price. * Update LaserGeneral.ini Laser Raptors to $1100: To prevent unpredictable scenarios (potential over-buff), the Vanilla Raptor price reduction has been reverted to match the King Raptor. There should no reason why this inferior unit should be more expensive than the King Raptor. Laser Stealth Fighters to $1250: Same scenario, all Stealth Fighters have been matched to the Airforce price. * Update SuperWeaponGeneral.ini Super Weapon Raptors to $1100: To prevent unpredictable scenarios (potential over-buff), the Vanilla Raptor price reduction has been reverted to match the King Raptor. There should no reason why this inferior unit should be more expensive than the King Raptor. Super Weapon Stealth Fighters to $1250: Same scenario, all Stealth Fighters have been matched to the Airforce price. * Crusader and Paladin price/build time changes Crusader Tank price revert to 1.04 ($900): Unnecessary buff that potentially can harm balance. Already an effective unit in specific situations. Paladin build time revert to 1.04 (12s): Paladin drops have proved to be quite effective vs GLA's, a build time buff was not necessary. To see better quantities on the field in later game scenarios (relative to Crusader tank), the price reduction to $1000 is maintained. * Laser Crusader price change Laser Crusader price change ($900): Same scenario as Vanilla Crusader. * China Battlemaster price change China BM slight change to $700: Same scenario as the Vanilla Raptor/Stealth Fighter. Price has been matched with Tank's Vetted Battle Master. * Camouflage upgrade price change Camouflage Upgrade to $800: $1000 still seemed like an expensive upgrade for rebels in late game scenarios. Typically the ambush was most useful to capture sniped units like Overlords, killing Hackers or base scouting (to initiate Sneak Attacks), for which level 1 was sufficient without the upgrade. With the upgrade, it might now be viable in certain situations to pick higher level Ambushes and/or use them for different tactical purposes, like 'permanent' base scouting, or making base captures more efficient. * Update game_balance.md Added all the changes, removed any units/buildings which were completely reverted. * Stealth Fighter revert Air Force Stealth Fighters to $1250: Same scenario, all Stealth Fighters have been matched to the Airforce price.
…NI files so it is consistent with the Zero Hour INI files
Add Generals 1.08 INI files for reference
…uring Buildings; Same For Non-Infantry General Hackers Disabling Buildings (#276)
…ize of repository (#444)
* Add latest and missing changes to game fixes document * Add pull request links to game fixes document
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Aug 26, 2022
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This change improves Bomb Truck Locomotor. In undamaged state, no tangible difference in driving performance is expected. In damaged state, the driving performance is marginally better. Visually the driving will look and feel smoother.
Considerations for Damaged State
The original Bomb Truck has an unfavorable setup where in damaged state the Speed is not lowered, but the Turn Rate is by 33%. This poses a great mismatch between forward and turn speed which is greatly visible when transitioning between these speeds and looks and feels unnatural when controlling the vehicle. Reducing the forward speed while increasing the Turn Rate is possible, however this turned out to be a considerable degradation in driving performance, because the forward motion is the most critical for the bomb truck to reach and kill its target. Meanwhile, not increasing the Turn Rate while just raising the Min Turn Speed is not satisfying either, as the vehicle would retain the speed mismatch.
The Turn Rate was thus reduced by 20% to improve the handling of the vehicle when turning. This gives the vehicle a marginal but observable performance boost when turning. Since this affects damaged state only, it does not have a major impact on the overall drive capabilities of Bomb Truck.
Lowering the speed in damaged state can be a great tool to fine tune the strength of the Bomb Truck, because it is critical for it to come close to its target.
Considerations for Braking
Braking is unchanged. Although it could be safely lowered because it is a non critical movement setting, it does not make it look any better. The locomotor suffers from an issue that introduces stutter on brake, and increasing the brake time will prolong the stutter.
Original vs Patched Locomotor Test Drive
This is a short test drive. The marginally reduced acceleration and boosted turn speed gives a slightly smoother look and feel to the vehicle. For all regular practical purposes the vehicle driving performance is indistinguishable from the original. The change in Locomotor should bear no practical difference in real matches.
Truck with Bio Upgrade = Original Locomotor
Truck with Blinking Bomb = Patched Locomotor
bomb_truck_drive.mp4
Original vs Patched Locomotor Turn Test
The patched bomb truck will benefit from the increased turn speed, if it takes turns. This balances with its worse acceleration performance on balanced drives.
Truck with Bio Upgrade = Original Locomotor
Truck with Blinking Bomb = Patched Locomotor
bomb_truck_turns.mp4
Original vs Patched Locomotor Acceleration Test
The patched bomb truck will drawback from the decreased acceleration time, if it starts moving. This balances with its better turn performance on balanced drives.
Truck with Bio Upgrade = Original Locomotor
Truck with Blinking Bomb = Patched Locomotor
bomb_truck_accelerate.mp4
Original vs Patched Damaged Locomotor Test Drive
This is a short test drive in damaged state. The reduced acceleration and increased Min Turn Speed gives a slightly smoother look and feel to the vehicle. The additional increased Turn Rate gives a marginal performance boost.
Truck with Bio Upgrade = Original Locomotor
Truck with Blinking Bomb = Patched Locomotor
bomb_truck_damaged_drive_2.mp4
Original vs Patched Damaged Locomotor Turn Test
Truck with Bio Upgrade = Original Locomotor
Truck with Blinking Bomb = Patched Locomotor
bomb_truck_damaged_turns_2.mp4
Original vs Patched Damaged Locomotor Acceleration Test
Truck with Bio Upgrade = Original Locomotor
Truck with Blinking Bomb = Patched Locomotor
bomb_truck_damaged_accelerate_2.mp4