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Explosion falloff not related to radius #3

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squeek502 opened this issue Oct 15, 2014 · 11 comments
Open

Explosion falloff not related to radius #3

squeek502 opened this issue Oct 15, 2014 · 11 comments

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@squeek502
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See:

This makes falloff unreliable, and makes things that have an altered damage:radius ratio (the IC and frag grens most notably) either do zero damage before getting to the edge of its radius (in the case of the IC) or do more than 0.5x damage at the edge of its radius (in the case of frag grens).

Note: There would be knock-on effects to gameplay if this was fixed, and should only be fixed if we have a plan in place to deal with those.

Here's a commit that reverted some accidentally committed test code that implements a fix and prints the differences: 24eb0aa

@squeek502
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I misremembered the effects of this. Turns out most explosions do less than they would if the falloff was "fixed" (meaning 0.5x damage at the edge of the explosion for all explosions).

Damages close to the edge of the explosion radius:

Thing exploding Base damage "Fixed" damage Current damage
Frag Grenade 145.000000 68.820503 3.148529
IC Rocket 55.000000 26.769991 -9.159111
RPG Rocket 102.000000 49.961639 50.981998
Grellow Pipe 108.000000 50.931957 39.306984
MIRV 180.000000 74.475624 21.713440
MIRVlet 145.000000 57.599770 -17.745255
Unbounced fully charged rail 40.000000 20.641932 -8.395172
Backpack by an EMP 50.000000 33.925419 -27.157990

So... yeah. It has wide-reaching and substantial effects (except on RPG rockets).

@squeek502 squeek502 changed the title Explosion falloff not related to damage Explosion falloff not related to radius Oct 24, 2014
@mikeparker
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Good findings, nice table.

I think personally, that I agree with valve's initial direction - that if you get hit by an explosion, you should know that you've taken at least a reasonable amount of damage. I think the game is more consistent and easier to read if you don't get hit for 1hp by a mirvlet, or 0hp from an IC rocket!

I think there are two variables we need to decide on:

  • Should the radius % be adjustable per explosion, or automatic? TFC's explosions had an automatic radius based on where the damage reached 50% power.
  • Should the falloff rate be adjustable per explosion, or automatic? TFC's explosions all had the same falloff rate.

So, the combination of these 2 variables gives us 4 possible outcomes:

  1. TFC explosions - fixed falloff, fixed radius
  2. Current FF explosions - fixed falloff, adjustable radius
  3. Option3: Adjustable falloff, fixed radius (the edge will always be 50% but you can adjust the falloff so explosions are more localised or more spread out)
  4. Option4: Adjustable falloff, adjustable radius (the edge will be whatever % we want, and the fall rate can be as fast or slow as we want)

Right now, we're using a hard coded value for the radius rather than a percentage based radius. If we're using a hard coded value it doesn't make sense to use a fixed falloff rate, so the first thing we should change is either varying the falloff rate by using the radius value, or changing the radius value to be percentage based.

I would either vote for option 1 or option 3. I think option 4 is too flexible to sensibly balance and I think option 2 is pointless.

@squeek502
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I'm not sure I follow what you mean by fixed/adjustable falloff. Right now, we have a fixed falloff and an adjustable radius. However, that fixed falloff does not account for the adjustable radius, so instead we have a weird hybrid of a fixed falloff that assumes a fixed/damage-based radius while we actually have an adjustable/damage-independent radius.

Given that we're choosing to fix the above inconsistency, I lean towards option 2, as it seems the most straightforward: explosion radius can be adjusted independent of the damage and the falloff will remain consistent. Option 2 is also what the "Fixed" column shows in the above table.

Option 1 is not an option if we want to keep frag gren damage the same (wouldn't be able to lower the radius of frag grens without decreasing their damage).

I don't understand why option 3 would be desirable; it's simply a slightly more flexible option 1, in a way that won't make much real difference.

And option 4 is just a more flexible option 2, which might end up being useful if the consistent 50% falloff creates too many balance problems.

@mikeparker
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To clarify, when i say fixed falloff rate, i mean that no matter what the radius is, a certain distance away from the grenade will always cause the same damage (provided you're inside the radius), which I believe is the current situation. You can "fix" the current situation by either snapping the radius to where 0.5x is (and ignoring all the radius numbers), or "stretching" the damage so that the current radius values are where the 0.5x damage is.

Maybe i should draw some graphs, haha

@squeek502
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Okay, I get what you're saying. I'd be really curious to see what the current 50% damage radiuses end up being for things like the frag gren, IC, railgun, etc. For the frag gren, it would cut the radius basically in half by the looks of it.

@mikeparker
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Yeah, it means aimed grenades are still just as vicious but unaimed / spammy / dodged grenades could be ignored rather than dealing a medium to small amount of damage.

@mikeparker
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Would be interesting to know the blue pipe values too. I guess thats one of the biggest contenders to have its radius reduced, if indeed it's radius is larger than TFC.

@mikeparker
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As a simple fix, I wouldnt mind having a lower cutoff at like 25% or something, that would be quite easy to implement and woudlnt really change the gameplay drastically. That would basically mean that if an explosion will do less than 25% of its damage, you don't get hurt.

That would result in minor nerfs to all the above except rockets and grellows.

@Largos
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Largos commented Dec 1, 2014

"Yeah, it means aimed grenades are still just as vicious but unaimed / spammy / dodged grenades could be ignored rather than dealing a medium to small amount of damage."

Whichever option leads to this, I like. So . . . a fixed option 2 from above?

I assume buildings are affected the same by all this? Or do they undergo different explosion response properties?

@squeek502
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Was curious, so I made a table of how the radiuses would be affected if we scaled them based on where they currently do 0.5x damage or 0.25x damage.

Weapon Base Damage Defined Radius Damage at defined radius Actual Radius % of Base Damage At Actual Radius 0.5x Damage Radius Radius Difference (0.5 - Actual) 0.25x Damage Radius Difference (0.25 - Actual)
IC 55 125 -7.5 110 0.00% 55 -55.0 82.5 -27.5
Frag Gren 145 270 10 270 6.90% 145 -125.0 217.5 -52.5
Railgun 60 100 10 100 16.67% 60 -40.0 90 -10.0
Mirv 180 270 45 270 25.00% 180 -90.0 270 +0.0
Mirvlet 145 217.5 36.25 217.5 25.00% 145 -72.5 217.5 +0.0
Grellow Pipe 108 130 43 130 39.81% 108 -22.0 162 +32.0
RPG 102 100 52 100 50.98% 102 +2.0 153 +53.0
Blue Pipe 108 100 58 100 53.70% 108 +8.0 162 +62.0

Spreadsheet of the table:
https://docs.google.com/spreadsheets/d/1YOUx3pYZSYi9P44bdAxJeMa-Jwmc7G-n0SWYjY3lQh0/edit?usp=sharing

@squeek502
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squeek502 commented Nov 15, 2020

Did some more testing of TFC and was surprised by the results:

Here's a similar table showing radius falloff for TFC:

Weapon Base Damage Radius Damage at radius % of Base Damage At Edge of Radius
Frag Gren 162 352 0 0.00%
Grellow Pipe 108 120 45 41.67%
RPG 83-101 (varies) 109 max (varies) ~40-50 (varies) ~50% (very approximate)

(MIRV and MIRVlets are the same as frag grenades)


So it seems like TFC also decouples radius, falloff, and damage, and it varies between damage sources, and that FF's damage falloff is more TFC-like than I thought.

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