LinkVehicles 3.0

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pooty
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Re: LinkVehicles 3.0

Post by pooty »

Tick Scorpion 3.21, reduced rate of alt-fire.

Vampire Tank 3.21, fixed the double alt-fire multiplier.
Damage to vehicles should now be around 500 (250x2) vs. 1200! (300 x 2 x2)
Removed the Velocity component for infantry (this is what was killing spawn protected players.. its the physics that splatted them which doesn't get stopped apparently by spawn protection). At least I am pretty sure this fixes it.

On the server.
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captainsnarf
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Re: LinkVehicles 3.0

Post by captainsnarf »

double alt-fire multiplier
There was a double alt multiplier?! :o :lol:
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Enyo
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Re: LinkVehicles 3.0

Post by Enyo »

captainsnarf wrote: Wed Aug 09, 2023 5:24 pm
double alt-fire multiplier
There was a double alt multiplier?! :o :lol:
Explains why that thing would kill a full health Hammerhead in one hit.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
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pooty
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Re: LinkVehicles 3.0

Post by pooty »

There was a double alt multiplier?! :o :lol:
Yep one I had coded, and the other was hidden in the DamageType.
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pooty
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Re: LinkVehicles 3.0

Post by pooty »

BTW, I messed up the Vampire tank primary fire.. I have the fix and will put it on today.
I somehow accidentally deleted one line of code for the vehicle damage multiplier on the beam, which made it default to 0 which = 0 damage.

From the other thread need to make the alt-fire damage nodes.
There's also still a strange bug where when you use the beam in the turret seat it shows the HUD for 1 linker...haven't been able to track that but seems minor.
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pooty
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Re: LinkVehicles 3.0

Post by pooty »

Ok didn't get the fix in today, DTE (my local power company) had other ideas and I was without power from 4pm to 11pm...

But I have it all fixed. Version 3.22
VampireTank Beam damage fixed (caused by my accidental deletion of one line)

I also fixed the Alt-fire on both Lamprey and VampireTank.
- Removed the double multiplier on Vehicles.
- AltFire Damage is LM = 125, Vampire Tank = 275, (so keg+shield 199+100 could take the full blast..)
- AltFire Damage is proportional to distance from the blast -- so farther out you take less damage.
- Vehicles take 2x the above.
- Nodes/Cores take 2x the above.
- Alt-Fire time on Vampire was 3.0s now 3.75s (should help with spawn killing)
- No added velocity on Infantry I think this was bypassing spawn protection, but not 100% sure
- Fixed the healing...yes they both heal from alt fire, heal did not (and doesn't) use the vehicle/node 2x. So even if you damage a tank at 550, it only heals itself at 275. However, there was a bug where it healed full amount vs. proportional to distance.... say you're halfway away in the blast radius, previous it would heal the full 275 vs. 137.5. So the Vampire/Lamprey healed too fast from those alt-fires.

So hopefully that works better. If it turns out now to be too wimpy, than we can adjust, but now all the math is right.
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Super Sanka
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Re: LinkVehicles 3.0

Post by Super Sanka »

do the enemy heavy link tanks not face the direction its shooting at certain times for you?
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captainsnarf
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Re: LinkVehicles 3.0

Post by captainsnarf »

Super Sanka wrote: Thu Aug 24, 2023 11:41 pm do the enemy heavy link tanks not face the direction its shooting at certain times for you?
That happens with everything, even players shooting rockets at you can shoot them sideways sometimes. I think it's because of net priority (and lag). The meshes have a lower net priority than the player's location and rotation (which is aim), so it might not update as fast.

Or its hax :D
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pooty
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Re: LinkVehicles 3.0

Post by pooty »

do the enemy heavy link tanks not face the direction its shooting at certain times for you?
Yes. As snarf said, aim updates faster and the beam is then later drawn to match. At times there might be a delay, its pretty much nature of the engine. I tried to improve it, and I think its a bit better than what the Link Badger is, but can't really test it on empty server.
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pooty
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Re: LinkVehicles 3.0

Post by pooty »

Basically 9 is link gun, then tick is 13, link scorp(badger, flyer) 15, Link tank 18 (up 1pt), Heavy (21pt) these are all link beams.
Turrets are pretty typical (less than Hurricane) both Link tank
s to about avg 120/pts sec from the turret.

Now this changes when the Link Tank has linkers. Linkers not only add health, but increase range (by 500 per linker) on the beam only, and damage from all weapons on the Link Tank. By a factor of 1.5 per linker -- it powers "up" (1 + 1.5(NumLink)).
(Damage is all to vehicles...reduced damage to players)

LinkTank
Beam, 150 pts/sec Turret, 120 pts/sec
1 Linker(1+1.5) 2.5x Beam, 375 Turret, 300
2 Linker (1+2(1.5)) 4x Beam, 600 Turrent 480
3 Linker (1+3(1.5)) 5.5x Way too fucking high!

HeavyLT
Beam, 175
Turrent, 122.5
Same logic,

Need to reduce the multiplier and I think cap it out (there might be a cap already, have to check the code).
Maybe 1 Linker gives you 1.5x
2 Linkers gives you 2x
3 Linkers gives you 2.5x.

That would be 0.5 multiplier per link.
LinkTank
Beam, 150 pts/sec Turret, 120 pts/sec
1 Linker(1.5) 1.5x Beam, 225 Turret, 180
2 Linker (1+2(0.5)) 2x Beam, 300 Turret 240
3 Linker (1+3(0.5)) 2.5x Beam, 370 Turret 300

Hmmm feels a little low. 3 linkers means, 4 players involved. not much of a payoff. (LinkGun Beam does 75 pts sec, so I guess its completely efficient -- I know one thought might be heal in = boost, but the link chains don't work like that.. its number of linkers.

Maybe go with like 0.6 to 0.8, cap at 3x damage. (keep in mind if the link tank / link tank weapon operator has double damage it applies to all!)

I'll play with it a bit, but 1.5 is too high.
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