Closed lL1l1 closed 3 days ago
It feels like to me that this is merged in a little bit fast.
For example, unrelated to the idea behind the changes, the current implementation also changes the behavior how trees fall to the ground. This may not matter much gameplay-wise, but it's a small and harmless detail that matters for those that happen to see it 😄 !
It feels like to me that this is merged in a little bit fast.
tbh didn't see when the pr was made xD just saw the notification xD
For example, unrelated to the idea behind the changes, the current implementation also changes the behavior how trees fall to the ground.
The Unit.lua deathweapon already creates TreeForce damage. Does stacking TreeForce damage create a stronger effect?
Issue
Ahwassa/CZAR deals 1000 damage in 5 radius due to a line in its script, which makes that information unknown to the user because it is not in the blueprint.
Description of the proposed changes
Removes the scripted damage and adds it to the blueprint. This results in:
21k * 0.2 = 4200
. 3800 damage under shields keeps the ability to one shot SMDs with crash damage.Testing done on the proposed changes
Crashing these air T4s through shields deals expected damage.
Additional context
Previous balance PR reducing crash damage: https://github.com/FAForever/fa/pull/4543
Checklist