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GoogleFrog
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The behaviour should not have been changed without reason. The change broke the timing and feel of a few weapons.

@ashdnazg
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ashdnazg commented Jul 3, 2015

Personally I agree, but since jK changed it, it's up to him.

@Anarchid
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Anarchid commented Jul 3, 2015

Simply adding acceleration back will make Impaler have effective minimal range of half its maximum range, and probably affect other cruise missiles as well.

There has been a refactor of starburst launcher, with the acceleration removal commit being a hotfix for inadvertently changed functionality causing the abovementioned minimum range issue.

It should also be possible to fix this game-side by increasing missile turnrate, if acceleration happens again.

@GoogleFrog
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No it won't Anarchid. StarburstLauncher used to accelerate in stages 1 and 3. I compiled and tested this PR.

@silentwings
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+1 to this PR, my reponse:

[21:27:15] <[Fx]Bluestone> starburst launchers didn't travel fast enough somehow
[21:27:20] <[Fx]Bluestone> looked like no acceleration
[21:27:30] ah
[21:27:38] #210 (comment)
[21:27:51] convince jK to accept the PR
[21:27:55] <[Fx]Bluestone> oO wtf
[21:28:12] <[Fx]Bluestone> something was broken and now we have to convince the person who broke it not to break it?!

jk3064 added a commit that referenced this pull request Jul 4, 2015
just for now
Readded acceleration in stage 3 of StarburstLauncher.
@jk3064 jk3064 merged commit 2ce9818 into spring:develop Jul 4, 2015
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5 participants