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Slightly buff the Vulthoo #6140

Closed Basilisk3 closed 2 months ago

Basilisk3 commented 2 months ago

Description of the proposed changes

Vulthoo: T2 Gunship Damage (x2): 19.2 --> 20 MaxRadius (x2): 22 --> 24

Motivation behind the changes

This unit underperforms slightly due to several factors:

Additional context

Checklist

Basilisk3 commented 2 months ago

Note that currently all Tech 2 gunships sometimes have difficulties targeting larger, fast-moving units. You can test this easily by spawning in a Tech 2 gunship with infinite health, and give it an attack order on a retreating Carrier. Sometimes the gunships will trail behind the carrier but will not fire. This can be mitigated by giving them a higher MaxRadius.

lL1l1 commented 2 months ago

Note that currently all Tech 2 gunships sometimes have difficulties targeting larger, fast-moving units. You can test this easily by spawning in a Tech 2 gunship with infinite health, and give it an attack order on a retreating Carrier. Sometimes the gunships will trail behind the carrier but will not fire. This can be mitigated by giving them a higher MaxRadius.

The best way to fix this is to adjust the CirclingRadiusChangeMaxRatio and CirclingRadiusChangeMinRatio. They determine how far away the gunship circles in proportion to the first weapon's max range. As a last resort, you can lightly adjust KMove (higher = move with more force) and KMoveDamping (lower = loses speed slower) to make it chase more aggressively. T2 gunships have 0.8 KMove, T3 gs 1, ASF/Inties 1.5, and transports 3.0.

By the way if you didn't know, the console command NoDamage can disable damage instead of having to edit infinite health in.

Basilisk3 commented 2 months ago

The best way to fix this is to adjust the CirclingRadiusChangeMaxRatio and CirclingRadiusChangeMinRatio. They determine how far away the gunship circles in proportion to the first weapon's max range.

That is good to know, thanks for pointing that out. I will test this and determine if it is something we should change. This would make them circle closer to all units, including mobile flaks, right?

I will keep the range buff for the Vulthoo in place, since as a Tech 2.5 unit, it makes sense for it to have a higher MaxRadius.