Overwatch-1-Emulator / ow1-emulator

OverPy source code for "Overwatch 1 Emulator" Workshop gamemode
https://workshop.codes/KHTG0
BSD 2-Clause "Simplified" License
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Doomfist indicator slam issues with fixes #1542

Open MaxwellJung opened 2 months ago

MaxwellJung commented 2 months ago

In GitLab by @jonjon435 on Apr 11, 2024, 24:23

Two issues right now with indicator slam:

1.Doomfist flies too fast through the air in this indicator slam

In overwatch 1 Doomfist's indicator slam at max range (15m indicator slam) did 65 damage after testing in this game mode it does not achieve 65 usually falling around 60.

The issues seem to be the speed Doomfist is moving in the air at being slightly too fast, the slam damage multiplier is correct because slamming on ground gets 49 the same as overwatch 1.

I don't have an exact speed he's supposed to fly at, but the current speed is very close just slightly too fast. A way to find the exact speed I can think of would be to just brute force slightly lowering his flight speed until 65 damage 15m slam can be recreated.

Hanamura second point on the highgrounds is a good place to test slams and where I did it.

2.You can indicator slam vertically past 15m

Though horizontally doomfist indicator is correct at 15m if you're very high up you can indicate at 16-19ish meters letting you get 65-75ish damage slams (the max at any angle in overwatch 1 without stalling your slam was 65 damage)

I think this should be able to be fixed since horizontally the indicator shows up perfectly at 15 the issue is just the vertical indicator showing up at 15+ meters.

MaxwellJung commented 2 months ago

I think it's the timing of when the damage indicator starts and not the speed of doomfist that's the issue. For example, flat ground slam used to deal 51 damage and we had to add 1 tick of delay to make it exactly 49 damage.

Also I just remember manually adjusting the impulse magnitude until the slam speed matched the one listed on wiki. @hikiru had made attempts in the past to make slam damage exactly match ow1 at any angle and they did mention the 65 max damage when you indicator slam after uppercut on flat ground.

Low priority fix because I don't think it's gameplay critical.

MaxwellJung commented 2 months ago

In GitLab by @hikiru on Apr 14, 2024, 11:47

In ow1, slam had more vertical range than horizontal. You could get more damage by getting high enough in the air and slamming down. Currently, the vertical range is actually too short for ow1 emulator.

MaxwellJung commented 2 months ago

do you know how much damage he's supposed to do if you indicator slam straight down at max range?

MaxwellJung commented 2 months ago

copypasta of discord convo:

yo i did some research and it seems the most damage you could get from vertical indicator is 86ish it might be more tho idk i didnt rly play doom too much in ow1 wish translate roughly to 21m ish veritically so ye i was wrong abt the vertical doom thing but the impulse is still off cuz even if u change this vertical number you wont actually be able to get the dmg if hikiru was a doom main they prob know so its prob best to ask them also i found this idk if its of any importance image im looking at hikirus code and honestly its very complex nj to them im thinking since impulse is too hard to recreate why not just slightly compensate indicator slams damage multiplier to make up the difference lost i mean its very miniscule but that extra damage could be the difference in securing a kill with breakpoints etc ill try to think of a multiplier/addititive tmr or another day