DrSuperGood / SC2-UA3

Undead Assault 3 map for StarCraft II
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Reactive Fire Skill Identifier Does Not Cycle Damage Properly #14

Open willmon8 opened 7 years ago

willmon8 commented 7 years ago

Players report RF SI is currently being applied permanently to all shots, rather than first shot only.

I note that the SI does not quite double damage chances displayed. Assuming this is because there is a buff to base damage in place at game start for higher level player MOS and that this SI only doubles base value.

ChildServices commented 7 years ago

If RF is fixed it probably needs to be buffed from "double damage every 8 shots/seconds" to about half that time, because it's pretty much useless when working as intended.

willmon8 commented 7 years ago

As a new player SI it's somewhat useful without better options. Especially with SFAAT/SDM where single shot damage is higher. As you say, there's currently no further incentive to use it after a few more SIs are unlocked. This was either by design (starter SI only), or the SI should be improved.

ChildServices commented 7 years ago

I think it's different to Tough As Nails (as a starter SI) in that it's so close to actually being useful after unlocking other things. It gives you a DPS boost, and anything that raises your DPS is good. It's not like gaining 40 extra health where you could just as easily live without that by learning to play and not getting hit as often.

DrSuperGood commented 7 years ago

SIs in a general needed balancing. Even early ones should be vaguely useful, or at least upgrade to be so at a higher rank.

ChildServices commented 7 years ago

RF and Tough As Nails could have their buffs scale with either rank or hero level. For the former it'd have to be a pretty drastic difference between ranks to the point where RF would look like it does in its current broken state once you've achieved GEN/CSM, with TN being like heavy armour without a downside by that point. For the latter option though, it would be cool to have TN give you 5 extra health or something every level, or RF reducing the seconds between double damage hits per level (starting at 16 seconds and going down by 1 each level). That way they will eventually reach their original bonuses at level 8, but have the chance to surpass them around Chapter 3 and the Epilogue. I think this way you still might not take either over their later game variants (VT and HA), but there's an argument that could still be made for it if your game goes long enough.

willmon8 commented 6 years ago

For now, we need to fix this back to how it was before and not worry about it. RF perma bug allows way too much advantage in game.