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Spawn:TNT1 A 2stop
Spawn:TNT1 AA 0stop
I'm just not sure if the nerf is really warranted...it would make it easier to balance...
if you want you can buff the damage of the weapons themselves to justify the fix since personally I think these weapons weren't meant to OHKO or do chunks of damage all at once.
actor RingBoomerangDamager{damagetype "RingBoomerang"PROJECTILE+RIPPERdamage (15)radius 12height 12States{Spawn:TNT1 A 2stop}}
removing the ripper would completely change the way Ring Boomerang is played
reducing it to 1 tic doesn't fix it since I was still able to get OHKO's with it when I was testing it with 1 tic and reducing the damage overall nerfs with weapon and keeps the possible OHKO. My solution prevents OHKO's (if not squashing them), it wasn't meant to nerf the weapon. As I've said you can buff the damage of the actual weapon itself while adding my fix and it theoretically shouldn't OHKO unless you buff it ridiculously
Quote from: "Fyone"removing the ripper would completely change the way Ring Boomerang is played1.) Er, no. This is only the invisible damager when the boomerang returns to the player. There would be no function difference to the player who fired it. Only the player being hit would be hit once per damager rather than twice.Sorry I thought you meant the entire weapon, this could probably work then, I haven't tested it out myself.Quote from: "Fyone"reducing it to 1 tic doesn't fix it since I was still able to get OHKO's with it when I was testing it with 1 tic and reducing the damage overall nerfs with weapon and keeps the possible OHKO. My solution prevents OHKO's (if not squashing them), it wasn't meant to nerf the weapon. As I've said you can buff the damage of the actual weapon itself while adding my fix and it theoretically shouldn't OHKO unless you buff it ridiculously2.) Er. TNT1 AA 0 and TNT1 A 1 should function roughly the same in this case. It will apply damage once and disappear. In theory, the weapon can not OHKO unless the player is hit by the boomerang right near the very end and doesn't move and then gets hit by it on the way back. The damagers alone can't do it unless the player literally runs into 4 of them (which means they're quite deserving of death)I assumed the reason why the OHKO happens is because of the damagers overlapping.
Here is the issue: What you are trying to fix is not inherently a bad point. Knight Crush pulling off an OHKO for example is completely situational. To fire it off right when someone is in the corner. Similar case with Ring Boomerang. When is this a problem? When it's reliable to pull off. For example, v2 Slash Claw got hit with the nerf hammer because all you had to do to make an OHKO was to jump and aim down. That was a problem. Flame Sword being able to OHKO is a bigger issue than the weapons you are trying to unfairly nerf.