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1.3* damage boost

Posted: Sat Aug 27, 2016 3:04 am
by yackemflam
The server had a damage boost for a while now, did you guys like it?

Re: 1.3* damage boost

Posted: Sat Aug 27, 2016 3:18 am
by Bombadil
Third option: I didn't even notice it

Re: 1.3* damage boost

Posted: Sat Aug 27, 2016 4:12 am
by TechnoAlchemist
yeah it wasn't noticable

Re: 1.3* damage boost

Posted: Sat Aug 27, 2016 4:49 am
by yackemflam
There, a third option
'Didn't notice'

Re: 1.3* damage boost

Posted: Sat Aug 27, 2016 4:58 am
by Cheridan
I noticed that my BSA instacrit people instead of doing 99 damage. Please fix.

Re: 1.3* damage boost

Posted: Sat Aug 27, 2016 5:11 am
by iamgoofball
oh is this why the BSA crit me earlier

that explains some things

how long has this been running for, and why have coders not been notified? as this would explain why certain things are really overpowered right now

Re: 1.3* damage boost

Posted: Sat Aug 27, 2016 6:50 am
by Cheridan
It also explains why I got instacrit by one powerfist punch the other day.

So yeah. I'd say it's generally not noticeable except in the case of things that were already extremely powerful (items which probably didnt need a boost to begin with?). A 5 damage crowbar gains 1.5 damage, an esword gains 9. But at 30 damage, a default esword will crit you in 4 hits. At 39 damage it takes 3. So damage-wise it doesn't have a huge impact.

The most powerful item is a ghost sword with a lot of ghosts orbiting the user. Its 75 damage would get boosted to 97.5.

What I DID notice, actually, was the increase in fucking KOs. Knockout chance on weapons aimed at head is literally the force, aimed at the chest it's force+10. 40% vs 49% to score a knockdown in the case of an esword IS significant since they're instawins.

Re: 1.3* damage boost

Posted: Sat Aug 27, 2016 7:21 am
by paprika
Someone remove the knockdown on head shit, it does not make the game nor melee fights fun

Re: 1.3* damage boost

Posted: Sat Aug 27, 2016 1:02 pm
by oranges
It finally proves that ss13's combat is so unbalanced you can modify the forces by 30% and nobody even notices.

Re: 1.3* damage boost

Posted: Sat Aug 27, 2016 2:00 pm
by Jazaen
oranges wrote:It finally proves that ss13's combat is so unbalanced you can modify the forces by 30% and nobody even notices.
But if you modified stun times by 0.5 of a second everyone would notice!

Re: 1.3* damage boost

Posted: Sat Aug 27, 2016 2:52 pm
by lzimann
I disabled the 30% boost because I really don't see a point in doing this "test"

Re: 1.3* damage boost

Posted: Sat Aug 27, 2016 2:57 pm
by onleavedontatme
oranges wrote:It finally proves that ss13's combat is so unbalanced you can modify the forces by 30% and nobody even notices.

Re: 1.3* damage boost

Posted: Sun Aug 28, 2016 2:26 am
by kevinz000
paprika wrote:Someone remove the knockdown on head shit, it does not make the game nor melee fights fun
Random knockouts are not fair and not balanced.
Neither are knockdowns.

Re: 1.3* damage boost

Posted: Sun Aug 28, 2016 2:33 am
by Falamazeer
If it were not for the blue space anomaly this woulda been fine. Never noticed the rest.

Guess we're all stupid for shitting on kors armor value change, if it does anything, this test proves that unless it's stuns KOs or knockdown, it's not a real fight.

we should fix that. remove tasers replace with lasers, keep the 30% damage, and make epi-pens a bit more awesome.

Re: 1.3* damage boost

Posted: Sun Aug 28, 2016 3:40 am
by ShadowDimentio
If you're prepared to move to lethalsec we're ready to go with you, but only if YOU'RE the one to get in shit when people get shot by sec for resisting arrest and die.

Re: 1.3* damage boost

Posted: Mon Aug 29, 2016 12:59 am
by Luke Cox
If literally nobody likes it we might as well remove it, although to be honest I didn't even notice.

Re: 1.3* damage boost

Posted: Mon Aug 29, 2016 9:18 am
by yackemflam
Luke, most people didnt even NOTICED. That means we need to crank it up a notch.

Re: 1.3* damage boost

Posted: Mon Aug 29, 2016 10:14 am
by Luke Cox
yackemflam wrote:Luke, nobody liked it so we need to do it even more
Okay then

Re: 1.3* damage boost

Posted: Mon Aug 29, 2016 11:11 am
by DemonFiren
Luke Cox wrote:
yackemflam wrote:Luke, nobody liked it so we need to do it even more
Okay then
Look at the poll results, dipshit.

Re: 1.3* damage boost

Posted: Mon Aug 29, 2016 12:35 pm
by Falamazeer
well, didn't notice is kinda skewing the results, If I could pick two I'd say I didn't notice, and I like it.

Re: 1.3* damage boost

Posted: Tue Aug 30, 2016 9:19 am
by Luke Cox
DemonFiren wrote:
Luke Cox wrote:
yackemflam wrote:Luke, nobody liked it so we need to do it even more
Okay then
Look at the poll results, dipshit.
Hornygranny tried this when he was sperging out with retarded tests, only with a more extreme damage boost. It was not well received.

Re: 1.3* damage boost

Posted: Tue Aug 30, 2016 10:32 am
by DemonFiren
Well, that's most likely a) because HG, and b) because that was too much.
So elevate it little by little without the influence of the code cuck.

Re: 1.3* damage boost

Posted: Tue Aug 30, 2016 11:03 am
by ShadowDimentio
What did this test even seek to accomplish?

Re: 1.3* damage boost

Posted: Tue Aug 30, 2016 11:51 am
by lzimann
Luke Cox wrote:
DemonFiren wrote:
Luke Cox wrote:
yackemflam wrote:Luke, nobody liked it so we need to do it even more
Okay then
Look at the poll results, dipshit.
Hornygranny tried this when he was sperging out with retarded tests, only with a more extreme damage boost. It was not well received.
It was not well received because that was bugged and fucked up with cloning and some other shit. This new one is working fine(except for admin BSA I think).

Re: 1.3* damage boost

Posted: Tue Aug 30, 2016 12:55 pm
by onleavedontatme
ShadowDimentio wrote:What did this test even seek to accomplish?
Nothing. The code for the config was only ever test merged last time, and when it got removed nobody ever bothered to remove the line from the config text file locally.

So when the code got finished and readded that line started mattering again, but nobody bothered changing it for a week and nobody even noticed.

Re: 1.3* damage boost

Posted: Wed Aug 31, 2016 11:03 am
by ShadowDimentio
Perhaps in the future running tests that actually have a point would be nice.

Re: 1.3* damage boost

Posted: Wed Aug 31, 2016 11:11 am
by Luke Cox
We'd be much better off buffing injuries themselves (see the Baymed thread). A flat damage boost is haphazard and ineffective. All it means is that it takes slightly shorter to beat the guy you just slipped into crit.