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sg nerf #7428

Merged
merged 4 commits into from
Nov 1, 2024
Merged

sg nerf #7428

merged 4 commits into from
Nov 1, 2024

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Red-byte3D
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@Red-byte3D Red-byte3D commented Oct 29, 2024

About the pull request

nefs sg so they are a bit less effective at having full screen considering they have IFF and are a constant suppressing fire elemetn

Explain why it's good for the game

Xenos have too much stupid firerate stuff to deal with already, sg was buffed way too much, having full control over your entire screen adds way too much dps for xenos to survive with the recent marine changes either fire rate needs to be moderated (hpr, m2c) or xenos health need to be buffed, and i dont want to make xenos even spongier

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑
balance: sg effective range nerfed to 5
balance: sg falloff increased
/:cl:

@cmss13-ci cmss13-ci bot added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Oct 29, 2024
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i would like you to re-read what you just said, think if it makes any sense, re read the pr and then stop making comments on the github about balance

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@cmss13-devs cmss13-devs locked as too heated and limited conversation to collaborators Oct 29, 2024
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harryob commented Oct 29, 2024

we still do not do balance feedback on prs, this is for code review. if you have concerns, take them to the forums where a maintainer will review the feedback

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@Drulikar Drulikar left a comment

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As this is, I think the nerf is too heavy handed. But you may want to see if engine is considering again changing SG; e.g. maybe FF toggle switches between two IFF modes: One that doesn't hit hard but shoots over/around people. And then a hard hitting mode that requires a clear line of fire to shoot.

@Drulikar Drulikar marked this pull request as draft October 31, 2024 18:18
@Red-byte3D Red-byte3D marked this pull request as ready for review November 1, 2024 02:41
@Drulikar Drulikar added the Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. label Nov 1, 2024
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Know that this may be undone in the future regarding what I previously mentioned if we do have SG toggle between different modes. But we can go with this for now.

@cmss13-devs cmss13-devs unlocked this conversation Nov 1, 2024
@Drulikar Drulikar added this pull request to the merge queue Nov 1, 2024
Merged via the queue into cmss13-devs:master with commit bd1947e Nov 1, 2024
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cmss13-ci bot added a commit that referenced this pull request Nov 1, 2024
github-merge-queue bot pushed a commit that referenced this pull request Nov 3, 2024
# About the pull request

This PR is a follow-up to #7428 where AP ammo didn't get adjusted since
fall off values are flat not percentage.

Essentially now SG regular ammo will be at 0.667% power on screen edge
(20) and armor penetrating ammo will be at 0.7% power on screen edge
(14). Prior to this change, armor penetrating ammo would be at 50% power
on screen edge (10).

# Explain why it's good for the game

Was not intended for one ammo type to be nerfed heavier than the other
for SG.

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: Drathek
balance: Buffed SG armor penetration ammo damage falloff from 5 to 3.
/:cl:
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8 participants