Anuken / Mindustry-Suggestions

Repository for Mindustry suggestions and feedback
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Give all (or most) bullets knockback #2026

Closed Ilya246 closed 3 years ago

Ilya246 commented 3 years ago

Describe what you would like changed, and why. The title. It just doesn't feel right when your giant array of turrets can't knock a flare off of its path - also, this kind of fixes the issue with horizons just falling onto your scatter wall and killing it.

Describe the changes you want to propose. Include possible alternatives. Give all bullets possible at least some knockback - may be done automatically on startup based on bullet damage + splash damage

joshuaptfan commented 3 years ago

I support giving all solid projectiles a minimum amount of knockback (the effect would only be noticeable when bullets are hitting a target en masse), but would there be any desync issues since this moves units?

Ilya246 commented 3 years ago

Unit positions are synced

AlvarGD commented 3 years ago

TOO OP

Qvertyes commented 3 years ago

Maybe give to spectre plastanium bullets with super strong knockback and average damage?

Jammo2000 commented 3 years ago

This wouldn't be OP if implemented properly i.e. with knockback divided by mass/hp

SheepCommander commented 3 years ago

Agreed

Humanoid-X commented 3 years ago

Support. Knockback velocity must be divided by mass btw.

TheNightglow commented 3 years ago

This would also make a wider variety of towers in ones defence usefull

no longer would lancer-only spamm be the best early and mid tier defence, since they probably do no knockback

it allows an tradeoff between damage/ convenience and knockback and thus there is no longer just a single right choice in defence^^

AlvarGD commented 3 years ago

ok how about the knockback is calculated by dividing (the max health of the unit minus the square root of the max health minus the current health) by the damage of the bullet and then multiplying it by (the log3 of (the damage of the bullet minus the defense) -3) or something like that

Jammo2000 commented 3 years ago

Current health shouldn't change it.

On Wed, Feb 24, 2021, 8:48 AM AlvarGD notifications@github.com wrote:

ok how about the knockback is calculated by dividing (the max health of the unit minus the square root of the max health minus the current health) by the damage of the bullet and then multiplying it by (the log3 of (the damage of the bullet minus the defense) -3) or something like that

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SheepCommander commented 3 years ago

/shrug well if it's damaged it probably doesn't have the same mass

Kyllingene commented 3 years ago

Me: breaks a bone Friend: "You will now take more knockback!" Me: "Huh?" Friend: "Well, because your physical structure was rearranged internally, you now have less mass." Some random dev: "Also, adding game features purely for realism's sake is a bad idea..."

Bohaska commented 3 years ago

Nice mod idea, to be honest, but I dunno if this will get into vanilla.

github-actions[bot] commented 3 years ago

This suggestion is now stale, and will be automatically closed.

ghost commented 3 years ago

hm this might be op but whatever