Big crater after the commander go's nuclear (combomb)

Discussion in 'Planetary Annihilation General Discussion' started by BallsonFire, April 21, 2013.

  1. bmb

    bmb Well-Known Member

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    3500 flat
  2. nanolathe

    nanolathe Post Master General

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    So, what I did was provide proof bmb,

    According to the Supreme Commander Version 3603 patch notes ACU explosions deal 50,000 damage to regular units.

    Care to tell everyone where you're getting your numbers?
  3. bmb

    bmb Well-Known Member

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    it says 3500 in the weapon blueprint
  4. nanolathe

    nanolathe Post Master General

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    So can I be relatively sure that you're weren't using the most up to date patch for FA then?
  5. bmb

    bmb Well-Known Member

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    3603 was never officially released and FAF is a mod.

    it's from 3599

    additionally the damagetype is "normal" and I'm pretty sure even if it wasn't the armor system is nonfunctional
  6. nanolathe

    nanolathe Post Master General

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    *Shrug* I used the most up to date balance patches, beta or not.
  7. bmb

    bmb Well-Known Member

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    Not that doing 500 damage is any better, it means it basically does not touch structures at all, even small weak ones like t1 pgens have more bloody health than that.

    So we're back to the problem of a big huge nuke going off and not doing ****.
  8. nanolathe

    nanolathe Post Master General

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    Because your Commander blowing up was truly useful as a line breaking uni... oh wait NO HE WASN'T.

    It's to stop your entire base being fried and letting you stay "in the game" if someone Sniped you while you were in the middle of it.

    It was an 'Anti-Snipe' mechanic for people playing in Non-Assassinate game modes. Not having your base go Boom! after a Com-Snipe in Domination Mode is kinda the POINT of Domination mode. You play on after you lose your Commander. How would one "play on" if your Commander took out your whole base? You might as well be playing Assassination mode.
    Last edited: April 22, 2013
  9. bmb

    bmb Well-Known Member

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    1. you assume non-assassination modes matter

    2. why should assassination mode be broken because of a minority complaint

    3. you're a carebear who can't handle when he gets blown up

    the death nuke is a defining feature of the commander for good or evil, defend him better or send him off somewhere that doesn't matter, you can't just break this stuff because you don't know how to handle it
  10. KNight

    KNight Post Master General

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    I know the Problem I think, it's been awhile and I never really messed with the code much(or at all really) but the Stats given in the ACU BPs are not accurate and the actual deathblast is completely separate from the ACU's Code(aside from being called into action on death) and is tucked away somewhere else.

    Also for clarification you weren't looking in the "Weapon Blueprint" but rather the "Weapon section of the ACU blueprint", as nitpicky as it sounds they are completely different things as many weapons have separate BPs to dictate thier behaviors, particularly missiles and complex weapons like Nucks

    Oh come on that one is easy, the ACU is essentially built around the reactor, and because it contains a very important Pilot it has a lot of special shielding and such to protect the pilot, this also helps protect a base in the case of a joint Op, in the case of a Solo Action the base would self destruct upon loosing connection with the ACU anyways to prevent it being captured.

    Mike
  11. igncom1

    igncom1 Post Master General

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    And you assume they don't?
  12. nanolathe

    nanolathe Post Master General

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    Ok,
    1. They don't matter to you. They matter to some people. You are not the centre of the universe and not everyone must play your way.
    2. Assassination isn't "broken" by 3603's damage scaling, unless you're intentionally Air-dropping your Commander into the enemy base to cripple him. That is NOT a fun mechanic.
    3. I'm not a Care-Bear and I'd appreciate it if you'd not try to call me that again.
    Last edited: April 22, 2013
  13. bmb

    bmb Well-Known Member

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    The code is the same as any other death weapon and any numbers you alter in the weapon blueprint - and yes the weapon section of the unit blueprint is the weapon blueprint, you're thinking of projectile blueprints, which don't handle scripting the projectile script handles that - have an appropriate effect in the game. So I can conclude that this "other code" is bs.

    I'd like to know what relation to ANYTHING you imagine this has. The issue is; commander goes nuke on death, nuke does no damage. Where exactly does this entirely imaginary and noncanonical pilot shielding matter?
  14. nanolathe

    nanolathe Post Master General

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    You're not thinking "in universe" bmb.
  15. bmb

    bmb Well-Known Member

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    You're not thinking at all.

    The base game mode is assassination. It's the one supported by the lore which is that the commander is your avatar. Which is why the game ends when it dies. The other modes are novelty modes.

    Again, a defining feature of the commander is that he goes nuclear on death. Either you remove the nuke and break the concept of the commander or you remove the damage and break the nuke.

    Either way you broke the game because you don't like being blown up.

    And that makes you a carebear, whether you like the moniker or not.

    The balance consequences of the death nuke are exactly these, no more and no less; don't be near the other guy when he dies.
    Last edited: April 22, 2013
  16. nanolathe

    nanolathe Post Master General

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    Which still exist and can (and must) be balanced for. You have yet to come up with a compelling argument for Commanders' death explosions leveling everything. It's not a fun mechanic when you have those other modes to balance for.

    Edit: I've asked you not to call me a "Care Bear" once.
    I will ask you a second time; Please stop calling people who disagree with you on this point a "Care Bear". It is simply you trying to provoke a reaction with inflammatory language and I will not stand for it.
    Last edited: April 22, 2013
  17. bmb

    bmb Well-Known Member

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    They're nukes, ergo they do the damage of a nuke. Boom.
  18. nanolathe

    nanolathe Post Master General

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    They are Commander Death Explosions. Not Nukes. Nukes are missiles designed to cause destruction on a large scale. Commander Death Explosions are the result of a meltdown due to extreme external damage.

    Nukes and Meltdowns are not the same thing.
  19. bmb

    bmb Well-Known Member

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    They have the same appearance so they are the same thing. Anything else is sloppy game design.

    Even so the game explicitly refers to it as the "death nuke".
  20. KNight

    KNight Post Master General

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    You are correct, I was referring to Projectile Blueprints, as I said it's been some time since I've ever had to look at any code. Fact remains that the weapon entries in the Unit's BP is more so geared towards the Functioning of the weapon, and while it does centralize some aspect of the projectile, all that can be overwritten where need be, case in point on the Basilisk MKII in it's Artillery Mode has the Plasma Cannons that spew out 'cluster munitions' on impact, that's not handled in the Basilisk's BP, but rather in the ProjBP for the Plasma shot, with damage defined there. Unfortunately I don't have any of my code buddies kicking around right now, but that's what I can recall from overviewing the Mod Dev Support Subforum over these last 4-5 years.

    It's entirely logical, the point of all the shielding is to protect(or try at least) the Pilot because it's the Pilot is what really matters, you could have thousands of ACUs at the ready but with no pilots they're just useless statues(bitchin' statues, but still.)

    Also worth Noting that the Commander Reactor isn't weaponized, it's purpose is to power the ACU, it's abilities and compliment the Economy, so the fact it doesn't work as well as a proper Nuck would isn't all that unreasonable.

    Pretty much this, case in point, in SupCom that was how ACU Deathblasts worked, they leveled everything, but it was changed at some point, it wasn't changed out of spite, but for better gameplay.

    Sure, you can do some work arounds, like having a slight delay between reaching 0hp and the Nuck explosion to make sure that you could figure out who died 'first'(thought realistically it's still a draw) and that would work for 1v1, but when you get into any size team games you still have that unwanted gameplay, even in Assassination mode it doesn't take a genius to figure out that once he gets his Eco going he just gives everything he doesn't need to a buddy and charge in with his ACU, that's just not fun(except maybe to the Combombing player, but to everyone else it can easily bee seen as griefing).

    It's like how if you play a 4V4 in Starcraft, your entire team is zerg, 3 players drop out almost immediately, the last player gets all the resources and drops a spawning pool at 24 seconds and just builds lings out of 4+ hatcheries and wins the game simply by the fact that the game wasn't balanced around being able to get a spawning pool THAT soon.

    No, the sloppy design is making them look the same, not the other way around. As said, they were the same originally, sadly the effects weren't updated in the same way the damage profile was, that's sloppy.

    Mike

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