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Decrease megafauna melee attack delay after ability #28547
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1-8 to 0.25 seconds might be a bit much, maybe 0.75 or 1 second should be fine, unless there is some kind of justification for doing this that ya left out? |
A value of 0.25 is taken from TG and it suits just fine for paradise as well. It gives you enough time to land a hit, if you are quick enough. For example, Bubblegum right now has a delay of 1.5 after his charges, and you ALWAYS able to hit him and receive no damage, what makes him the easiest megafauna to kill with no self healing, despite that his drop is literally the strongest. Drake has 8 seconds delay after his swoop, and it makes him just do nothing but stare at his opponent for these 8 seconds, miner is able to land 4 crusher hits with this delay and receive no damage as well. With 0.25 seconds megafauna is finally able to attack you, otherwise it's not. And to notice, all megafauna is still pretty much on the same lvl of difficulty, so you still able to kill Bubblegum with no healing, it just will become a bit more challenging. |
There seems to be a missing pre-approval and, while I genuinely hope the stupid arena attack thing is changed, 0.25 seconds seems extreme. If you account for latency here, this window is even smaller than it initially appears to be. |
just as I said. You can still speedrun any megafauna, you can kill Bubblegum, Drake with no healing, only Vetus is kinda hard but.. he is always tough to kill, unless you have lots of trophies on your crusher. The idea of this change is not to make megafauna harder or anything, I want megafauna be able to attack their opponent. They are unable to due to that huge recovery time, which is unfair for them by any means. It's just way too much. You can land a hit with this 0.25 seconds window, i've seen people doing this on downstream, i've done it by myself, you can feel it the most when fighting against Bubblegum. And when u fight him, you don't hit him only after he ends his last charge, you attack him after every single charge he does, and, surprisingly, he is still unable to melee attack you while being in charge. So you can receive no damage if you r quick enough to dodge his charges. This change is huge at first look, first round with this on TM was awful for miners - 4/6 died in fight with megafauna. And just a couple days after we already see people getting heck 5 minutes after round started. Fighting is way more dynamic when your opponent is able to kick your ass, you know. |
What Does This PR Do
Changes megafauna melee attack delay from dynamic (1-8 seconds) to static (0.25 seconds). This is only used after performing an ability (Ash drake swoops, bubblegum charges etc.)
Why It's Good For The Game
A delay of 8 seconds resulted in Ash Drake being harmless after his swoop, and you could just stand next to him for this amount of time. He couldn't do anything except of chasing you.
This will make megafauna a little bit more "active", so they won't just do nothing and receive hit by hit from miners.
This might sound like a huge change, but it's not really. You are still able to hit fauna while they perform the ability attack, so there is not much of a change in "difficulty". It's just about megafauna being not that stupid.
The only thing i was unable to fix - Ash Drake, after his swoop, stays for around 1-2 seconds and does nothing. No idea how to fix it. But it's still less than 8 seconds, so that is an improvement for sure.
Testing
Testing on downstream currently. Not a single issue for almost 2 weeks.
Declaration
Changelog
🆑
tweak: Dynamic (1-8 seconds) melee attack delay for megafauna is now static (2.5 deciseconds).
/:cl: