Aurorastation / Aurora.3

The code for Aurorastation's new base, forked from Baystation12.
http://aurorastation.org/
GNU Affero General Public License v3.0
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[Bug]: kinetic accelerator projectile doesn't work properly #19918

Open Nalarac opened 1 month ago

Nalarac commented 1 month ago

Checks

Location

Away Site

Describe the issue

Shooting a KA at the floor or an object outside of range will cause the projectile to not cause it's small explosion (if the projectile even goes at all).

How to reproduce

1.) Get a custom kinetic accelerator 2.) Shoot at the floor 3.) Shoot at a wall too many tiles away for the range of your KA

Round ID

cvM-dDSK

Staff ckey

No response

benbot16 commented 1 month ago

I've had similar issues happen with the thermal drill too, as well as KA firing issues when aimed within range but diagonally (as well as within range at random).

FluffyGhoster commented 3 weeks ago

If the projectile is out of range, it shouldn't do anything? Why do you think it's a bug that it doesn't do anything when it is out of range? And, what do you exactly expect it to do when a projectile is out of range?

Nalarac commented 3 weeks ago

I expect the projectile to explode when it hits max range?

FluffyGhoster commented 3 weeks ago

Why would it? It explodes when it impacts something, if it just hits max range and doesn't hit anything, it gets deleted?

4000daniel1 commented 3 weeks ago

As someone who primarily plays mining, I have to agree that this doesn't FEEL like an intended change.

It feels buggy and unresponsive to fire your KA, hear the kinetic blast sound effect and everything, but have literally nothing happen in front of you. It also makes understanding the range of your KA less intuitive, which I think is worth noting cause KAs are modular and can have different ranges so having that visual feedback of the blast always being visible is quite valuable. Especially so for people who are new to mining, I imagine.

It's also worth noting KAs are AoE, and even if the central projectile might be out of range, the AoE blast can still hit something, which I believe this implementation doesn't account for. This essentially decreases the range of all KAs.

Overall it's not the end of the world but I just don't see what the gameplay benefits are of the way this works now compared to before.