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[gameplay] reduce slinger attack speed.

Description

[gameplay] reduce slinger attack speed.
Patch by: @borg-
Reviewed by: @ValihrAnt

Differential Revision: https://code.wildfiregames.com/D3232

Event Timeline

Nescio added a subscriber: Nescio.Dec 18 2020, 1:07 PM
Nescio added inline comments.
/ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_slinger.xml
13–14

The <PrepareTime> used to be 50% of the <RepeatTime>, but this patch changed it to 60%. Is there a compelling reason for this?

Stan added inline comments.Dec 18 2020, 1:13 PM
/ps/trunk/binaries/data/mods/public/simulation/templates/template_unit_infantry_ranged_slinger.xml
13–14
borg- added a comment.Dec 18 2020, 1:22 PM

Javelins use the same %. There is no noticeable difference to be honest. I preferred to use a percentage already used than 625 (I don't remember seeing).

<PrepareTime> is the moment the projectile is released (for ranged attacks) or damage inflicted (other attacks). Different actors can have different animations, so looking at javelineers is irrelevant for slingers. The value chosen should depend on what looks best.

borg- added a comment.Dec 18 2020, 1:28 PM

<PrepareTime> is the moment the projectile is released (for ranged attacks) or damage inflicted (other attacks). Different actors can have different animations, so looking at javelineers is irrelevant for slingers. The value chosen should depend on what looks best.

Yes, but I tested the animation, it's perfectly synchronized.

borg- added a comment.EditedDec 18 2020, 1:29 PM

I tested it by turning the unit on its back then pressing H to attack the unit on your back.

borg- added a comment.Dec 18 2020, 1:30 PM

Also tested the damage, and there was no difference from the old values.

Of course it is! The duration of the animation is stretched to match the <RepeatTime>.
However, I'm talking about the <PrepareTime>.

borg- added a comment.Dec 18 2020, 1:49 PM

Yes, we are talking about preparetime. what I meant is that the preparation team can also be responsible for causing damage. if it is too low, you can run and hit much more efficiently, without getting hit.