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Future detriment refinement

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Date Editor Before After
11/14/2020 1:18:26 PMFirepluk before revert after revert
11/14/2020 1:15:11 PMFirepluk before revert after revert
11/14/2020 1:14:55 PMFirepluk before revert after revert
11/14/2020 1:13:13 PMFirepluk before revert after revert
11/14/2020 1:13:05 PMFirepluk before revert after revert
Before After
1 [quote]An explosion on its feet when it walks was in the PR at one point. I expressed misgivings and it did not make it into the final version.[/quote] 1 [quote]An explosion on its feet when it walks was in the PR at one point. I expressed misgivings and it did not make it into the final version.[/quote]
2 Why does it have to be an explosion, can't we just apply instantaneous smooth terraform(on the event foot animation hits the ground) with a certain strength? 2 Why does it have to be an explosion, can't we just apply instantaneous smooth terraform(on the event foot animation hits the ground) with a certain strength?
3 We could even try something simpler - apply smooth terraform with a certain radius && strength once every 60 sim frames when detri is on the move(having an active move order) 3 We could even try something simpler - apply smooth terraform with a certain radius && strength once every 60 sim frames when detri is on the move(having an active move order)
4 \n 4 \n
5 Main issue I see right now is detri getting stuck even on small hills, sometimes it's so bad you literally wish to use the jump... 5 Main issue I see right now is detri getting stuck even on small hills, sometimes it's so bad you literally wish to use the jump...
6 I bet walking over dirtbag minefield would be a nightmare, do we really want detri to be countered by dirtbag spam? 6 I bet walking over dirtbag minefield would be a nightmare, do we really want detri to be countered by dirtbag spam?
7 \n 7 \n
8 P.S. I don't like toggle idea for ground smoothing, it complicates something that should not be complicated and simply should be baseline unit behavior 8 P.S. I don't like toggle idea for ground smoothing, it complicates something that should not be complicated and simply should be baseline unit behavior
9 \n
10 [quote]I think moving slowly is an important aspect of Det. A big consideration with Det is being appropriately cool and ponderous rather than balanaced. On the balance side I think it is good to have it be very powerful locally as it distinguishes it from other superweapons and subsuperweapons.[/quote]
11 Totally agree, it should stay and feel slow. But we could still try a small bump in movement speed to see how it plays when it's just a tiny bit faster
12 \n
13 Herc transport/teleport may need a refinement, afaik it's very-very slow when transporting detriment to a point it's barely faster than walking... May be wrong here tho, haven't tested in a while