[PR] Thermite Effectiveness Scaling
- Ikarrus
- Joined: Fri Apr 18, 2014 2:17 am
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[PR] Thermite Effectiveness Scaling
https://github.com/NTStation/NTstation13/pull/500
-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls require 4x more thermite
-Applying thermite to a wall now leaves a visible stain on the wall
-Igniting thermite makes a sound
-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls require 4x more thermite
-Applying thermite to a wall now leaves a visible stain on the wall
-Igniting thermite makes a sound
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- Stephie
- Joined: Fri Apr 18, 2014 5:40 pm
Re: [PR] Thermite Effectiveness Scaling
Nice, thermite is currently even better than Hulk at door creation. Why make it visible, though? How long do thermited walls usually stay unignited?
And, I guess the main idea behind this is to buff malf AI, right?
And, I guess the main idea behind this is to buff malf AI, right?
- Ikarrus
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Re: [PR] Thermite Effectiveness Scaling
The visible stain is just meant to add some visual feedback to the user.
The thermite lasts forever until it is burned off. On further thought, I should have it be removable via space cleaner
And the main idea wasn't to buff anything, it was because thermite stands out as the best way to create passages through r-walls by far, largely due to developer oversight. A full 100u beaker would give you a ridiculous 20 uses. r-walls are better than regular walls at just about everything but thermite.
The thermite lasts forever until it is burned off. On further thought, I should have it be removable via space cleaner
And the main idea wasn't to buff anything, it was because thermite stands out as the best way to create passages through r-walls by far, largely due to developer oversight. A full 100u beaker would give you a ridiculous 20 uses. r-walls are better than regular walls at just about everything but thermite.
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- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
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- Location: >using suit sensors
Re: [PR] Thermite Effectiveness Scaling
this will buff malf/rogue ais though
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- Neerti
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Re: [PR] Thermite Effectiveness Scaling
Is that a bad thing?
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- imblyings
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Re: [PR] Thermite Effectiveness Scaling
Dunno, hard to say without the telemetry and stats we had before, and we don't have any sort of detailed longterm observation of how ai cores are breached.
I believe though, that the current challenge for rogue and malf ais to besuccessful is acceptable for an average player on both sides. With regards to thermite being used as a tool for theft, personally speaking, most of the thefts I've seen were done via tools. I just don't see thermite as a problem.
I believe though, that the current challenge for rogue and malf ais to besuccessful is acceptable for an average player on both sides. With regards to thermite being used as a tool for theft, personally speaking, most of the thefts I've seen were done via tools. I just don't see thermite as a problem.
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- Neerti
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Re: [PR] Thermite Effectiveness Scaling
Malf AI winrate was 15% when we had the stat tracking.
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- imblyings
- Joined: Fri Apr 18, 2014 5:42 pm
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Re: [PR] Thermite Effectiveness Scaling
not to be a dick, but that 15% could be due to a number of factors
previous malf round experience
specific players
lag
strategies used
mistakes
sheer overbalance of numbers
and nerfing thermite could in fact make up for shortfalls, it could but it could also have unintended effects on competent AIs during rogue/malf ais
edit
changes to thermite may also not affect rogue/malf ai win rates except in the case of incompetent malf/rogue ais as well, since successful strategies that don't involve kill everyone involve hiding the pinpointer or hiding the core at mining or maint.
although in that case I still stand by my personal observations of thermite being rarely used to break into places in comparison to other methods.
previous malf round experience
specific players
lag
strategies used
mistakes
sheer overbalance of numbers
and nerfing thermite could in fact make up for shortfalls, it could but it could also have unintended effects on competent AIs during rogue/malf ais
edit
changes to thermite may also not affect rogue/malf ai win rates except in the case of incompetent malf/rogue ais as well, since successful strategies that don't involve kill everyone involve hiding the pinpointer or hiding the core at mining or maint.
although in that case I still stand by my personal observations of thermite being rarely used to break into places in comparison to other methods.
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- paprika
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Re: [PR] Thermite Effectiveness Scaling
Oldman Robustin wrote:It's an established meme that coders don't play this game.
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Re: [PR] Thermite Effectiveness Scaling
I like this idea.
I am located here, lurking in your posts, leaving piles of transparent wordings and being confused. Oh, I also try to map...
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
This, this is an example of what I leave for you.
Also, these days I mostly play Ursit McStation, mostly because I like roleplay.
- Pandarsenic
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Re: [PR] Thermite Effectiveness Scaling
Oh my god YES.
EDIT: How will the time scaling work? Subtraction, division...?
EDIT: How will the time scaling work? Subtraction, division...?
(2:53:35 AM) scaredofshadows: how about head of robutts
I once wrote a guide to fixing telecomms woohoo
I once wrote a guide to fixing telecomms woohoo
- Steelpoint
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Re: [PR] Thermite Effectiveness Scaling
How many units of thermite will be needed to start burning through walls and R-walls? You say r-walls need 4x more thermite but what is the base amount needed?
I like this a lot irrespective.
EDIT: If I'm reading this right, you need 50 units of thermite to start burning a normal wall, thus you need 200 units to start burning through a rwall, seems excessive though I could be reading it wrong.
I like this a lot irrespective.
EDIT: If I'm reading this right, you need 50 units of thermite to start burning a normal wall, thus you need 200 units to start burning through a rwall, seems excessive though I could be reading it wrong.
- Ikarrus
- Joined: Fri Apr 18, 2014 2:17 am
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Re: [PR] Thermite Effectiveness Scaling
A regular wall has a minimum threshold of 5u. An r-wall requires 4x more, so they need 20u.
Regular walls will burn 1 second faster for every 1 unit of thermite.
R-walls will need 4 units of thermite to burn 1 second faster.
Burning a wall with the bare minimum amount of thermite will take ~25 seconds.
Igniting a wall when there isn't enough thermite applied will quickly burn off the thermite without damaging the wall.
Regular walls will burn 1 second faster for every 1 unit of thermite.
R-walls will need 4 units of thermite to burn 1 second faster.
Burning a wall with the bare minimum amount of thermite will take ~25 seconds.
Igniting a wall when there isn't enough thermite applied will quickly burn off the thermite without damaging the wall.
Former Dev/Headmin
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Re: [PR] Thermite Effectiveness Scaling
Seems okay, 30 seconds isn't a right lot of difference in malf.
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