Arular101
261126194c
Balance changes from #14471
2017-12-12 20:50:27 +01:00
Arular101
a429a62bf9
Adjust values to match current damage
2017-12-12 20:50:27 +01:00
Arular101
e049452f22
Increase damage and HP by 100x
2017-12-12 20:50:27 +01:00
Smittytron
3d8ab75faf
RA Balance changes (December 2017)
2017-12-05 12:38:13 +01:00
Arular101
3ed18f51e3
Fix V2 Rocket Launcher facings
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Now with AmmoPool
V2 changes for Fort Lonestar
2017-11-26 15:01:43 +01:00
Arular101
3efce265a8
Reduce barrel explosion damage vs wood armor
2017-11-15 15:17:08 +00:00
abc013
3092927a7f
Added a visual explosion to e4
2017-11-12 18:34:03 +00:00
Smittytron
e65ffc8be2
Change remaining Vulcan vs Light values to 50
2017-11-12 18:18:11 +00:00
abc013
c8b2a7dc04
Changed Aircraft explosion
2017-10-14 13:59:59 +02:00
reaperrr
eea14ec922
Fix DepthCharge dealing no damage to surfaced subs
2017-09-23 20:06:23 +01:00
reaperrr
eb3b68e24a
Fix DepthCharge not showing an explosion when hitting emerged subs
2017-09-23 20:06:23 +01:00
reaperrr
0161d68237
Fix RA TorpTube bridge explosions
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There were two issues at work here:
1) The combination of default MaximumLaunchAngle and default CruiseAltitude made torpedoes fly a ballistic curve, which combined with BoundToTerrain type made them explode 'in the air' when hitting non-water tiles. This would result in AIr returned as target type, which is invalid for torpedoes.
2) The explosion warheads were missing the Ground target type, which is actually the (only) target type that the bridge tiles you hit with torpedoes have.
2017-09-10 18:10:24 +02:00
reaperrr
b68c935807
Fix water splash on bridge in RA
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On bleed, both the explosion as well as the water splash warhead of weapons triggered on bridges, since they have both the Ground and Water target types.
Ground cannot be made invalid for water splashes without causing regressions elsewhere, so a new Bridge target type is introduced to explicitly make bridges invalid targets for water splash effect warheads.
2017-09-10 18:10:24 +02:00
SoScared
df9c07da41
change damage vs None with ^Cannon
2017-09-02 14:58:19 +02:00
SoScared
1e1109034f
Additional tweak of the Artillery weapon
2017-08-25 15:29:18 +02:00
reaperrr
98357cf2a9
Apply BurstDelays rename to RA
2017-08-20 20:48:25 +02:00
SoScared
64dfc38c2e
final RA balance patch for the next playtest/release
2017-08-10 18:16:58 +02:00
reaperrr
20efd1fc29
Fix RA effect waheads
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- take Trees into consideration (they don't have Ground TargetType)
- fixed the delayed effect warheads on Vulcan
2017-08-07 11:01:21 +02:00
reaperrr
17f469f1a5
Revert Yak gun strafing
2017-07-18 14:25:00 +02:00
SoScared
9097837e6d
Adjust AoE damage vs Wood in relation to HitShapes
2017-07-18 00:59:25 +02:00
SoScared
bfca4897ea
Visual, Polish/Performance and Balance Tweak
2017-07-17 23:37:04 +02:00
reaperrr
a7334d5583
Adapt RA missiles to CEWH refactor
2017-07-13 20:58:47 +02:00
reaperrr
db16165261
Adapt RA explosions, supers and other weapons to CEWH refactor
2017-07-13 20:58:47 +02:00
reaperrr
34dc52451a
Adapt RA smallarms to CEWH refactor
2017-07-13 20:58:47 +02:00
reaperrr
346b6af30d
Adapt RA ballistic weapons to CEWH refactor
2017-07-13 20:58:47 +02:00
reaperrr
efd8a9c1cb
Rebalanced Yak
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- increased ammo per gun from 9 to 10, for two full double-5-burst salvoes, adjusted ReloadDelay to keep total reload time about the same
- increased Spread by 33% to make up for lower effective pin-point accuracy
- increased damage vs. infantry by 25%, vs. light armor by 16.67%, vs. heavy armor by ~10%
2017-07-13 19:12:16 +02:00
reaperrr
fa02c97111
RA Parabombs balance fix
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They're too over-powered on bleed due to the hitshap changes.
2017-07-13 19:12:16 +02:00
reaperrr
4afe9dd248
Enable RA ParaBomb shadow
2017-07-13 19:12:16 +02:00
reaperrr
07edf2f7c6
Reset burst counter if ReloadDelay has passed since last shot
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This fixes the following issues:
- units like mammoth tanks sometimes at first only fired 1 shot on new encounter because they only depleted 1 burst before previous target was killed
- weapons that use strafing logic would not reset the offset multiplier after passing the target once, leading to wrong offsets on following attacks
2017-07-13 19:12:16 +02:00
reaperrr
6212b82f6d
Use strafing for RA Yak
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This is done by modifying the target offset by a value matching the Yak's
speed * BurstDelay, to sync the offsets with the actor speed.
2017-07-13 19:12:16 +02:00
reaperrr
e0abf8ed27
Disable effect WH victim scans in RA where sensible
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AA missiles, flame weapons and nukes, pretty much, because they always
display the effect regardless of what they hit.
2017-06-25 22:40:12 +02:00
reaperrr
edffaa4987
Introduce Weapon.TargetActorCenter and adapt projectiles
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This also fixes issues with attackers that don't have their own Attack
trait.
2017-06-24 11:24:17 +01:00
reaperrr
16e260e69f
Increase ZOffset of RA explosions
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To make sure they play on top of actors.
2017-06-10 11:38:04 +01:00
reaperrr
5b617cf6e5
Refactor GravityBomb velocity/acceleration
2017-03-29 19:30:51 +02:00
abcdefg30
5999a028ad
Merge pull request #12739 from SoScared/balance_patch_core
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[RA] Balance changes for next playtest/release.
2017-02-12 20:49:40 +01:00
Paul Chote
b2ed96f887
Merge pull request #12748 from reaperrr/fix-ra-sounds
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Fix RA 25mm and DepthCharge playing sounds
2017-02-12 15:47:35 +00:00
reaperrr
0f7c53dac0
Fix DepthCharge hit explosion
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The splash anim + h2obomb2.aud should always play, regardless of whether a submarine was hit.
2017-02-12 01:59:45 +01:00
SoScared
e26b0495ad
balance batch 1
2017-02-11 19:20:18 +01:00
reaperrr
8fd3a68c42
Fix RA 25mm and DepthCharge playing sounds
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25mm explosions and DepthCharge Report should be silent.
2017-02-11 14:06:57 +01:00
SoScared
99603eb607
ballistic shadows attempt 1
2017-02-11 12:09:48 +01:00
reaperrr
fce404f6d9
Rename RA largecaliber.yaml to ballistics.yaml
2017-02-08 23:06:01 +01:00
reaperrr
36d725130a
Streamlined RA missiles.yaml
2017-02-08 23:05:59 +01:00
reaperrr
7251572eb6
Streamlined RA explosions.yaml
2017-02-08 23:05:55 +01:00
reaperrr
b645780ba3
Streamlined RA other.yaml
2017-02-08 23:05:52 +01:00
reaperrr
d8a26838c2
Streamlined RA largecaliber.yaml
2017-02-08 23:05:48 +01:00
reaperrr
4c5be8d1d6
Streamlined RA smallcaliber.yaml
2017-02-08 23:05:44 +01:00
abcdefg30
f3e58056fa
Merge pull request #12614 from reaperrr/prep-slim-ra-weapons4-other
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Prepare RA weapons for inheritance part 4 - other weapons
2017-01-24 16:45:13 +01:00
abcdefg30
b053da6e63
Merge pull request #12520 from reaperrr/prep-slim-ra-weapons
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Prepare for slimming RA weapon yamls Part 1 - explosions
2017-01-24 15:47:17 +01:00
abcdefg30
274cf14c6f
Merge pull request #12613 from reaperrr/prep-slim-ra-weapons3-misl
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Prepare RA weapons for inheritance part 3 - Missiles
2017-01-23 23:01:17 +01:00
reaperrr
9f9bda9634
Move FLAK weapons up in RA smallcaliber.yaml
2017-01-23 21:19:28 +01:00