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Pyro afterburn discussion

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From the Jumpyfac discussion:
quote:
The Pyro afterburn effect only has a 10% chance to proc per projectile and its total damage is also random (150 - 225). It's somewhat frustrating to have a high-power low-chance random-based ability at low weight - getting a Glaive or a Bandit poked by a Pyro who then jumps away is a lottery whether it starts burning or not and then whether the total damage is enough to kill it or not


I'd like to have this remedied by removing the randomness. I attempted to make a patch but didn't realize that Pyro balance is very delicate. My proposed changes were:
quote:
Afterburn:
Chance: 10% -> 100%
Duration: (random 10.5 - 15) -> 15
DPS: 15 -> 5
Weapon DPS: 50 -> 60 (to compensate for afterburn)

Reasoning: duration randomness removed in favor of maximum duration because it's needed to keep cloaked units burning (fire is a softcounter to cloak) and DPS change is to make the total damage not finish off any affected light raiders: current 150-225 is quite damaging for a low-chance ability (Bandits who happen to catch fire are left at 10-40% health, while for Glaives it's either they burn to death, or survive and autoregen back to full - leaving it to the randomness is bad). New total damage would be 75. Weapon DPS change is to keep total DPS the same against targets being actively shot at.

Problems pointed out were that Afterburn DPS needs to be consistent among fire units because the mechanic would be unintuitive if some fire was less fiery than others.

With 15 DPS (unless Kodachi and Phoenix are also changed) and 100% chance it comes down to tweaking duration, but it might be hard to keep the duration long enough to be good at maintaining decloak and the total damage low enough to be impactful but not guaranteed-death for lighter units - personally I'd go for somewhere between 50 and 100 total damage, so 3-7 seconds duration; 5s for 75.
That'd make the current proposal:
quote:

Afterburn:
Chance 10% -> 100%
Duration (10.5 - 15) -> 5

Values could be then fine-tuned of course, the main point is to remove the double randomness of chance and duration. Discuss!

Edit: the change might have some influence on Pyro's role:
Better as raider: the additional DPS always kicks in immediately and poked Solars are guaranteed to get increased downtime, reliably helping harrass.
Worse as riot: Pyros often kill Glaives/Bandits post-mortem or due to a poke because of the large potential afterburn damage (sometimes more than Glaive total HP). With decreased total damage this will no longer happen.
Afterburn is also soft counter to cloak; no idea whether this is a net loss or gain as the change would make it less powerful (through less duration), but more reliable.
+8 / -0
no objections

i hate the burn time RNG
+0 / -0
10 years ago
I don't even know that this thing has existed until now.
+3 / -0
10 years ago
I agree with all of this.
+0 / -0
10 years ago
I'd be more fine with the randomness if it was documented, things like this and how puppies need 75 metal to grey goo need to be noted down somewhere other than just the unit files. I doubt that a lot of people who are newer or haven't read all the changelogs even knew about this, you have to pay attention to notice the duration and fire is released so fast that most things catch fire anyway. We need these things in the unit descriptions or somewhere at least.
+1 / -0


10 years ago
I would rather have a bit of a rewrite of fire instead of removing this randomness. Burn time should build up gradually in an approximation to how the randomness currently works.

Pyros fire 6.25 times a second and have large AoE so can impact many times against clumps. So a 10% burn chance has about 50% chance of igniting when firing over a second. The burn time randomness is also averaged out because fire will replace fire when it has larger expected damage.

The randomness in tagging may be a bit of a problem but at least your chances improve smoothly with increased firing time. In the end it is not too distinct from fighting low projectile speed weapons.
+0 / -0
10 years ago
hmmm good idea, I agree with you! :)
+0 / -0

10 years ago
quote:
In the end it is not too distinct from fighting low projectile speed weapons.

True, but slow projectiles are somewhat less frustrating in that
1) you can see them and dodge them with micro
2) they are usually present on skirms and assault, which tend to be slow so the other player has some control over the engagement.
Pyro has neither so the defending player has low influence over what happens. Of course 2) is not randomness and passing control from the defending player to the aggressive player is actually good, but lack of 1) passes control from both players to the Random Number God which is both frustrating for the Pyro player if stuff just won't ignite, and for the defending player if it does due to a poke.

quote:
We need these things in the unit descriptions or somewhere at least.

The specific unit guides contain afterburn stats.
+1 / -0

10 years ago
To me the obvious solution is as Google says, to add yet-another healthbar. Either a healthbar of "how much more damage until I ignite" or a healthbar of "how long will I burn" if fire damage moves over to some burn-time-accumulation system where there's a 100% chance to ignite but the burn time builds up over repeated ignitions.

But that means yet-another-healthbar.
+0 / -0


10 years ago
This could be represented visually, with amount of flames and/or rgba values of their texture, the colorwave speed of the unit highlight shader, etc.
+0 / -0
10 years ago
one time I heard that damage was not and could not feasibly be randomized or else run the risk of desyncing with each shot. lol I didn't know there was a unit that used RNG for that
+0 / -0
10 years ago
USrankPowerGuy It probably uses a pseudo-random number generator, so that it's practically (or at least unpredictably) random but everyone sees the same amount of damage
+0 / -0
10 years ago
if it depends on other circumstances there's a possibility of getting a different number. if it happens on the owner of the unit's pc and then gets shared as part of a scene graph of sorts, then it should be ok assuming no one else tries to come up with a number if they miss the packet with the correct number(in that case trying to compensate by making their own would isolate them from the rest of the players unless the server sends a packet with every unit's positions- but I'm not sure it does or if it does something about it still lets some users obtain a different state)
+0 / -0

10 years ago
It's synced simulation. If the engine allows for (as in, broadcasts to all players) damage value rolls, it can obviously be done. Even if not you could do some gadget action I'd assume.
+0 / -0
I'm pretty sure that the engine synchronizes the random seed before the match, then has it's own RNG that isn't used by other programs, so as long as the seed is the same, the algorithm is the same, and the number of calls are the same, it will always give the same number.
+1 / -1

9 years ago
Rezzing to discuss fire rewrite (brought up in the other thread).

quote:
Burn time should build up gradually in an approximation to how the randomness currently works.

Fire could work similarly to EMP: each fire weapon would add some flat amount to the afterburn time, up to some cap. This removes randomness and keeps stackability controllable. Multiple fire units could be made to stack but not unreasonably so.

Pyro could add 1s per projectile, up to a max of 15s. This approximates current system (where chance is 10% per projectile, with 10-15s afterburn).

Phoenix could add a low amount per bomblet but have a very large cap which would allow Phoenix fire to stack.

All other fire weapons have 100% chance to apply afterburn currently so they could keep current values for now (by adding and being capped at current duration).
+7 / -0

9 years ago
From my uninformed perspective, PLrankAdminSprung's ideas sound perfect.

I was surprised by the differences in fire behavior he described. As a player it would be nice if all particles that looked the same behaved the same. Alternatively, exposing these stats in the unit details would be great, so at least they'd be discoverable in-game by interested parties.
+0 / -0
sounds like a good solution and its in-line with other weapons stacking a bar.. if its loosing the random then some will like it and some wont..
+0 / -0
Yay now my dreams of having 9001 hp bars will see fruition! Huzzah.

HP
Shield
EMP
Disarm
Fire
Capture Progress
Slow
Reload

All at once! You will all bow in awe in the face of the supreme HEFty CD-R'ss bar!

Edit: Forgot reload.
+3 / -0
rainbow bar.. you wont even see the unit..
it was mentioned that the fire could be visually represented..
+0 / -0
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