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Trireme bomber adjustment #318

Merged
merged 2 commits into from
Nov 25, 2024
Merged

Trireme bomber adjustment #318

merged 2 commits into from
Nov 25, 2024

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EnvyDragon
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@EnvyDragon EnvyDragon commented Nov 25, 2024

Goal of changes: Make the Trireme bombers feel a little more like they're doing actual bombing runs; adjust their damage profile slightly vs smaller units (slightly weaker vs smaller stationary units, but able to deal a non-zero amount of damage vs small moving units). Also make the visual/audio effects a little more gentle to reflect the reduced impact of individual bombs.

Superficial changes (because the effects were previously scaled for the co-op version iirc, so they were built around a much bigger impact):

  • Radius of explosion VFX reduced to 60% of normal
  • Volume of launch and explosion SFX reduced slightly

Changes to bomber drone:

  • Added minimum speed of 4 (so they'd quit stopping in midair, which means they randomly concentrate their bombs on one location)
  • Increased LoiterInnerRadius 2->3 so they move a little further before turning
  • Increased weapon range 0.1->0.75 so they start dropping bombs slightly ahead of their target
  • A few tweaks to rangeslop and arc so they don't constantly try to retarget

Changes to bombs:

  • Period between drops increased 0.125->0.5 (spreads out damage a bit)
  • Damage radius profile changed:
    -- Full damage at 0.5 radius -> Full damage at 0.25 radius, half damage at 0.5 radius, quarter damage at 1 radius (so you do a small amount of damage more frequently, but direct hits still hurt just as much)
  • Mover changed from "Guidance" to "Throw" with increased speed (so the bomb just drops, and it drops much faster)

Observations in testing:

  • Still basically the same vs structures, though slightly weaker vs 2x2 structures, and slightly stronger vs tightly grouped structures
  • Much weaker vs, say, individual zerglings minding their own business; now much more effective at destroying grouped units however, and now less ineffective vs fast-moving units (they deal chip damage rather than nothing)

@EnvyDragon EnvyDragon marked this pull request as ready for review November 25, 2024 00:43
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@MatthewMarinets MatthewMarinets left a comment

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Changes and intent behind changes in the description look good to me.

I notice the friendly-fire damage was unchanged. The intent of the old design was that it was same splash radius as anti-enemy, but 1/3 damage and not increasing with upgrades. May be better to change the area to 0.25 to match innermost anti-enemy splash radius, or 3 dmg at 0.25 range and 1 damage at 0.5 range or something?

@Ziktofel Ziktofel merged commit 97b3dc0 into Ziktofel:sc2-next Nov 25, 2024
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@EnvyDragon EnvyDragon deleted the retrireme branch November 27, 2024 16:57
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3 participants