Forts
Artillery Mod
20 kommentarer
[DEV] BeeMan  [udvikler] 18. okt. 2019 kl. 21:11 
Awesome, thanks!
Metalloid.  [ophavsmand] 18. okt. 2019 kl. 20:26 
Hi BeeMan. Thanks for letting me know math.random can cause desyncs, removed it.
[DEV] BeeMan  [udvikler] 18. okt. 2019 kl. 17:32 
Hi polyderpioide claypocalypsine, the use of math.random in weapons/flank.lua can cause a desync in multiplayer. I'm marking this as incompatible until it's removed - let me know if it has been.
Metalloid.  [ophavsmand] 4. maj 2019 kl. 20:15 
And then i'll have to do battleforts mod (2)
OBAMA PREGNANCY ANY% 4. maj 2019 kl. 19:21 
either way. i sincerly thank you for listening, the only thing here to not thank is my terribull spellin
Metalloid.  [ophavsmand] 4. maj 2019 kl. 17:00 
lol
OBAMA PREGNANCY ANY% 4. maj 2019 kl. 9:16 
those are the changes. not much else as otherwise they are on par with lamas weps. which is a really well balanced mod dispite using the least balanced ideas.
Metalloid.  [ophavsmand] 4. maj 2019 kl. 0:15 
So are these changes enough or do you got other suggestions ?
Metalloid.  [ophavsmand] 3. maj 2019 kl. 2:29 
I agree with the flanker. I kinda agree with the artillery changes, so i think i'm going to make those 2 do even less damage against structure. The only problem with that is that there aren't many situations where the enemy is going to wall their base with devices, except for turtling, which as far as i know isn't very widespread.I think the changes are gonna be an overall decrease in damage against structure for the 2 weapons. Maybe i could add a mini buff to the artillery if the structure damage nerf is too serious.
OBAMA PREGNANCY ANY% 1. maj 2019 kl. 16:13 
stupid charater limit
OBAMA PREGNANCY ANY% 1. maj 2019 kl. 16:13 
the Artillery should do less damage for direct and more for splash in that case. as for now. the only counters i can think of are 2 things: 1) make it weak against armor and sandbags and 2) make it have low enough HP to be killed by just 2 sniper shots. it should not be a copy of the 20mm. as that guys role is to destroy armor and bracing. the artillery just like the flanker should be anti-device. or anti-not-bracing-or-armor-or-sandbags-but-everything-else.

OBAMA PREGNANCY ANY% 1. maj 2019 kl. 16:13 
well for the flanker. i like the armor piercing, but the only problem is that there needs to be SOMETHING that stops it. currently, AA cant and will never be able to shoot it down. it pierces armor, disables sheild and pierces armor. so i think a 0x multiplier of damage against sandbags and a 0.55x multiplier against bracing should be fine. i want it to be the counter to turbines and anything thats unprotected or protected by 1 layer of armor or bracing. because mortars fill the damage role. where all you need to do is do damage to charge a commanders ability or something




Metalloid.  [ophavsmand] 30. apr. 2019 kl. 22:27 
Sorry for breaking it up, it was longer than 1000 characters :steamfacepalm:
Metalloid.  [ophavsmand] 30. apr. 2019 kl. 22:26 
I see..... yeah comparing the damage output of the 20mm and the artillery, there's a clear inbalance. But splash is kind of the reason why you would even run artillery(and why it's called such) or munitions right ? So the only way i see that i could rebalance artillery is by making it either cost more or to reduce it's direct dammage, or to turn its x3.5 outrageous damage multiplier against sandbags into a weakness. Problem with that final option is sandbags would be the one device to counter any cannon so it wouldn't be very fun. And for the deflected by shields, yeah. I'll do that. But the problem is it's only a partial answer as no one would actually shield their entire base. That's only done in late game when there's only one guy left and he's trying to survive the constant lasers because it's so expensive.
Metalloid.  [ophavsmand] 30. apr. 2019 kl. 22:26 
As for the flanker, i do see that yeah it's splash is a bit too strong and it can't be played against. Problem is even if i make it targetted by AA it's way too fast to be shot down.
This is the current damage multiplier of the flanker projectile :
rain.DamageMultiplier =
{
{ SaveName = "armour", Direct = 0.35, Splash = 0.5 },
{ SaveName = "door", Direct = 0.35, Splash = 0.5 },
{ SaveName = "bracing", Direct = 0.35, Splash = 0.5 },
{ SaveName = "sandbags", Direct = 0.75, Splash = 0.75 },
}
Metalloid.  [ophavsmand] 30. apr. 2019 kl. 22:26 
So the question is, what can i do to make the flanker more balanced ? Taking out its speed and making it targetted by AA would only turn it into a weaker mortar. Maybe i could reduce the damage multiplier against the sandbags so that there's a cheap way of dealing with them ?
It was intended to be like an AP sniper but the projectile would come from above as you see.
So i could actually reduce the damage multiplier against materials in order to specialise it even more towards that role. I could also do multiple of these changes but it would start becoming messy to write all of the potential combinations down.

What do you think ? Also thx for telling me that the weapons are broken since i stopped playing forts a while ago.
Metalloid.  [ophavsmand] 30. apr. 2019 kl. 18:46 
I'll get on it when i'll have a bit of time
Metalloid.  [ophavsmand] 30. apr. 2019 kl. 18:46 
I see
OBAMA PREGNANCY ANY% 30. apr. 2019 kl. 18:36 
Flanker - Usually when people try and armor their core, they dont armor the top. this isnt a big problem as mortars are supposed to make people play around that weakness by building machine guns, the major problem is that flankers cannot be shot down. they should be able to be shot down

Artilerry - There are a ton of shells, each doing standard 20mm damage. if i was building 2 lasers but you are rushing artillery and get 1 burst off of me, it gives you a MASSIVE resourse advantage. my lasers are gone. they are too strong and thus i think that the best way to make this problem go away is to make them defleted off of armor and shelids. sure this is an explosive gun but the splash damage is the main reason why its too good.

yeah. sorry about that agrubly stupid damage reduction, these are what i really wanted changed

recap: flanker: can be shot down by anything with AI. artillery: can be deflected off of armor and sheilds. and doesnt have as powerfull of a splash.
Metalloid.  [ophavsmand] 29. apr. 2019 kl. 4:08 
Why 16% ? And can you illustrate your point with an example so that i can better see why ?