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Author Topic: Faster Micro-Nukes  (Read 3220 times)

R-26 Lightspeed

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Faster Micro-Nukes
« on: October 17, 2024, 01:55:33 AM »

My suggestion is an option to make specifically Micro-Nukes explode faster.

They're neither particularly powerful or rare (especially not in the W/R event),
yet each individual shot of those feels like it takes almost as much time to resolve as it would take for a Hydra equipped with only Disruptor Cannons to fire all its shots.
I'm pretty sure that it's the type of non-unique weapon that takes the longest time to resolve, far longer than any other common launcher.
« Last Edit: October 17, 2024, 02:01:00 AM by R-26 Lightspeed »
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Kyzrati

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Re: Faster Micro-Nukes
« Reply #1 on: October 17, 2024, 02:36:59 AM »

Non-unique for sure, but it's also an explosive, which very few bots use. Not planning on doing that.
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

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Re: Faster Micro-Nukes
« Reply #2 on: October 19, 2024, 01:19:05 PM »

Is this suggestion to make it faster in game time (turns) or is it referring to the animation time (wall clock time)?
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Kyzrati

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Re: Faster Micro-Nukes
« Reply #3 on: October 19, 2024, 09:35:36 PM »

Whoa, Joshua, haven't seen you around for a long while, welcome back :)

I'm sure they mean the animation time, since it is longer than the average AOE effect. Turn-time would not really be relevant.
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

R-26 Lightspeed

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Re: Faster Micro-Nukes
« Reply #4 on: October 20, 2024, 02:54:18 AM »

I do mean "call clock time", yes.
Micro-Nukes are particularly annoying in that one event, and they're especially frustrating when happening behind a wall or far enough away that i can't even see them or the attacker, but still close enough to stop all my actions for an entire three seconds, likely multiple times in a row.
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Kyzrati

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Re: Faster Micro-Nukes
« Reply #5 on: October 23, 2024, 07:24:43 AM »

Yeah was just spending some hours working with SFX for Beta 15 today, and what I think will work okay for this one in particular is simply reducing its audible range, so I adjusted that. It was quite far, meaning it could even easily get through doors and around far corners to reach you when less relevant.
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

N.W.L

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Re: Faster Micro-Nukes
« Reply #6 on: October 26, 2024, 06:56:20 AM »

Spoiler (click to show/hide)
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R-26 Lightspeed

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Re: Faster Micro-Nukes
« Reply #7 on: October 26, 2024, 10:01:35 AM »

Yeah was just spending some hours working with SFX for Beta 15 today, and what I think will work okay for this one in particular is simply reducing its audible range, so I adjusted that. It was quite far, meaning it could even easily get through doors and around far corners to reach you when less relevant.
Thanks, i don't know how much the range was changed, but it should help somewhat.

Spoiler (click to show/hide)

I don't think finding him will change much from that simple change :
Spoiler (click to show/hide)
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N.W.L

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Re: Faster Micro-Nukes
« Reply #8 on: October 27, 2024, 03:15:00 PM »

Quote from: R-26 Lightspeed link=topic=1819.msg11032#msg11032 date=1729958495
[quote author=N.W.L link=topic=1819.msg11029#msg11029 date=1729947380
Spoiler (click to show/hide)

I don't think finding him will change much from that simple change :
Spoiler (click to show/hide)
[/quote]

Well, it can help if you don't have seismic it would help alot with its massive sound range  :P
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