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lower max firestacks to 10, refactor flammable #27159
lower max firestacks to 10, refactor flammable #27159
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i think mass scaling is better to fix liltenhead ops |
also damage was capped at 5 firestacks, any more than that just makes it last longer |
I see that now, and that's a little weird |
still dont think this is needed:
|
I'm going to uncap damage since the cap is an arbitrary number and reduce heat damage to keep the old scaling of 5 being the max damage, 15/s And then from there we can see what needs to be increased |
Ok so at the time of writing this comment, after these changes:
Another balance value I didn't touch is the ash threshhold, which is still 1500 |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
# Conflicts: # Content.Server/Atmos/EntitySystems/FlammableSystem.cs
About the PR
Why / Balance
#27159 (comment)
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馃啈 Whisper