06-24-2021, 01:38 AM
(This post was last modified: 06-25-2021, 12:23 PM by github_bot. Edited 9 times in total.)
PULL REQUEST DETAILS
[BALANCE][WIKI][FEEDBACK]
About the PR
Reduce door health by around 50%.
Scales explosive, radiation, fire and projectile damage to match previous behavior.
Tidies weird cutting tool code that actually caused 5x damage. Buffs breaching hammer slightly to compensate.
Why's this needed?
Recommended by MBC to reduce door health by around 70%. Went with 50% for simplicity.
Doors are incredibly strong. It takes 5-6 hits (15 seconds approx) of a Breaching Hammer to get through the flimsiest door and 12 hits (35 seconds approx) to get through command doors. This is with a dedicated, two handed tool that does 125 damage to doors!
The next strongest common melee weapon, a baseball bat, takes 50 hits to break a standard door, with most doors actually being pyro doors with 1200 health.
Changelog
PULL REQUEST DETAILS
[BALANCE][WIKI][FEEDBACK]
About the PR
Reduce door health by around 50%.
Scales explosive, radiation, fire and projectile damage to match previous behavior.
Tidies weird cutting tool code that actually caused 5x damage. Buffs breaching hammer slightly to compensate.
Why's this needed?
Recommended by MBC to reduce door health by around 70%. Went with 50% for simplicity.
Doors are incredibly strong. It takes 5-6 hits (15 seconds approx) of a Breaching Hammer to get through the flimsiest door and 12 hits (35 seconds approx) to get through command doors. This is with a dedicated, two handed tool that does 125 damage to doors!
The next strongest common melee weapon, a baseball bat, takes 50 hits to break a standard door, with most doors actually being pyro doors with 1200 health.
Changelog
Code:
changelog
(u)Flappybat
(*)Made doors half as strong, you can now break them this century. Explosive/fire/projectile scaling is adjusted so it will still take the same number of bullets to destroy a door.
PULL REQUEST DETAILS