Shulbocka Posted June 19, 2024 Personally, although it may be a pain to implement, I think the headshot damage amounts being unique to each weapon is the best path. As long as one shot kills are only possible with the weapons that can actually realistically do it. Meaning shotguns and sniper rifles are capable, where as the 9mm pistol or machine guns aren't. It'd be cool if you could even add a randomized stun if the headshot damage output exceeds a certain amount, so that if you headshotted a Mancubus or bigger it could have a chance to stagger for 1-2 seconds. Just a thought. 0 Quote Share this post Link to post
chebmaster Posted June 19, 2024 1 hour ago, Shulbocka said: t'd be cool if you could even add a randomized stun if the headshot damage output exceeds a certain amount, so that if you headshotted a Mancubus or bigger it could have a chance to stagger for 1-2 seconds. Hmm... Hmmmmm...Easily doable :D Thank you, that's a great idea implementable with little coding! I am also thinking of adding a new setting into BD gameplay options, "headshot damage profile": BD21 default - like/the classic curve: minimum 20; double until 300; railgun capped at 600, cannot one-shot barons; max capped at 1200 flat double/railgun does 800, cannot one-shot barons; max capped at 1200 flat triple/super shotgun can one-shot mancubi; railgun does 1200, will one-shot barons; max capped at 1800 BD22-like/fixed amount per damage type;railgun does 1200, will one-shot barons -- this is the only option when running chebskies with bd22, to match my added monsters to all others. 1 Quote Share this post Link to post
chebmaster Posted June 19, 2024 (edited) Catch the proof-of-concept : http://chebmaster.com/downloads/chebskies/pre_Alpha_BD21.5che-19-06-2024-headshot_damage_profiles.pk3 VERY untested. The 5 different headsot profiles are switched from the "Brutal doom options" menu, there's a new submenu in it. For now, stunning only affects mancubi and cyberdemons and could only be done via SSG or railgun (a full shotgun damage is too low by design). Cyberdemons' stun is very brief (they are too chad to stun for long) and has only 33% chance. They bleed from their face but that is, in most cases, too brief to notice. Mancubi, may be hard to distinguish from a normal SSG hit -- they fall on their ass all the same. BUT, when that is caused by a headshot they sit on their ass twice as long and they bleed from their face. Will only really be really noticeable when I get to apply that to knights and barons. P.S. re-uploaded with the following fix: if even one ssg pellet touched mancubus' body (the main hitbox) he immediately and with 100% reliability went into a ssg pain - e.g. fallin on his ass, immediately becoming immune to pain for the duration of that animation. So when the stunning damage from the headshot arrived, the stun was ignored resulting in a normal brief falling on ass. Moved the immunity 8 tics away from the start of the normal ssg pain animation -- now headshot stunning works reliably. Mind that you have to inflict at least 125 damage in one tic (resulting in 250+ headshot damage), below that the stun does not activate. Edited June 19, 2024 by chebmaster 2 Quote Share this post Link to post
chebmaster Posted June 19, 2024 (edited) FYI: I got sidetracked again, irritated by my Duke of Hell mini-boss having no fatalities. So I got to frankensteining one up (cannot just re-use baron's because duke is 1.45 times bigger) P.S. Will change the cyberdemon to have a 100% stun chance from powerful headshots -- BUT he will always come out of that stun directly into his special attack (a more powerful barrage of 6 missiles, normally resulting from enraging him by showing him your middle finger). AND have that special attack not interruptable by pain. Edited June 19, 2024 by chebmaster 1 Quote Share this post Link to post
Shulbocka Posted June 20, 2024 Untested as it may be, so far so good. It seems to be working well at least on the surface from what I can tell. Nicely done. Your frankenspriting skills aren't bad either, I like it a lot. If you finish it and put the same care into that you've put into the rest of the project, it's going to be freaking awesome. 1 Quote Share this post Link to post
chebmaster Posted June 20, 2024 Thank you :) Now, NOT to try doing too many things at once. Did you know explosive barrels are friendly monsters that constantly aggro at any demons in sight? They reset their target after a few frames. If their target is a baron and is closer than 280 units they shoot him with a special invisible missile "CallingTheBaronAFaggot" -- which, with 100% pain chance, causes the baron to target that barrel. And if a baron hits a barrel in melee, it results in him grabbing that barrel and then using it as a missile. A very complex interconnected dance between barons and barrels, I must add. I never looked into this code before. 3 Quote Share this post Link to post
chebmaster Posted June 20, 2024 http://chebmaster.com/downloads/chebskies/pre_Alpha_BD21.5che-20-06-2024-baron_and_stun.pk3 Baron, seems working (not done yet: slaughter optimizations and vanilla monsters mode are missing). Cyberdemon, a guaranteed stun from a power headshot - BUT, he immediately becomes unflinching until the end of retaliation. And retaliation after the stun is more likely furious than not (the special attack with 150% burst length and 150% fire rate). So you cannot stunlock him. Got this idea from Darkest Dungeon where anyone stunned gains a hefty stun resistance buff for three rounds. Baron gains permanent buff to fire rate even from one stun even when it does not cause him flying into rage. And obligatory power attack (triple shot) retaliation after the stun ends. Rage makes him even more spam-happy. 0 Quote Share this post Link to post
chebmaster Posted June 21, 2024 (edited) Won't be uploading anything til the next week: this weekend, more FUN with the server awaits, replacing the PSU in an itty-bitty miditower packed impossibly with 11 HDDs (who said sardines? Sardines can take master classes from these hard drives), with cable layout as simple and elegant as Cthulhu's knotted beard. Let's say I use thin pliers to attach and detach sata cables in places too narrow for my fingers to fit. For now, improved the stunning algorithm: the cyberdemon now has limit, can be put into pain via headshots up to 8 times and stunned by power headshot up to 4 times (a shared pool). After that runs out, any potential flinch (from a headshot) or stun turns into a furious retaliation - i.e. the cyberdemon attacks with a fast six-pack instead of flinching. For the stock cyberdemon (5k hp) this happens just before he dies, a parting surprise of sorts. Imagine a situation where you stunlock the cyberdemon with your minigun (a common tactics) but as he is on his last legs (his last thousand of hp) he suddenly turns into an unflinching spam machine. FUN :D Edited June 21, 2024 by chebmaster 1 Quote Share this post Link to post
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