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Increase damage and armor penetration of 84x246mm and RPG-7 ammo. #2381

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merged 8 commits into from
Apr 15, 2023

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LucioFurnari
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@LucioFurnari LucioFurnari commented Feb 28, 2023

Summary

Summary: (balance) "Increase the damage and armor penetration of 84x246mm and RPG-7 ammo."

Purpose of change

The base damage and armor penetration are to low.

Describe the solution

Increasing the amount of damage and armor penetration to fulfill the intentions of the ammunition, i use for reference this page of wikipedia: https://en.wikipedia.org/wiki/RPG-7.

@github-actions github-actions bot added the JSON related to game datas in JSON format. label Feb 28, 2023
@Lamandus
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did you do some testing? We have some other exposion code than dda, so it would make sense to try against APCs, buildings and groups.

@LucioFurnari
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Now that I tried against APC, I can't penetrate the entire vehicle, I increased the damage and armor penetration again, but it's not enough to destroy it.
Any suggestion to improved ?

@Firestorm01X2
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Firestorm01X2 commented Mar 3, 2023

I can't penetrate the entire vehicle

I think there is room to compromise between reality and current game mechanics limitation. Maybe it does not have to penetrate entire vehicle. if it works well against monsters - maybe it is enough?
I mean player using launcher against monsters should be most common case anyway.

@LucioFurnari
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LucioFurnari commented Mar 3, 2023

Well i tested against kevlar hulk and skeletal juggernaut destroyed them one shot, i can change the values if you guys think is so much, I think that an rpg-7 should be enough to destroy any zombie with one shot.

@chaosvolt
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I agree that the threshold for anti-tank weapons should probably be "reliably lethal to hulk-tier enemies" yeah, I suppose see how low the values have to be to accomplish that?

@LucioFurnari
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For a example with a rpg-7vr ammo i can kill a kevlar hulk with one shot of 1500 damage.

"range": 100,
"dispersion": 75,
"recoil": 60,
"effects": [ "COOKOFF", "EXPLOSIVE_HUGE", "NEVER_MISFIRES" ]
"effects": [ "COOKOFF", "EXPLOSIVE_TINY", "NEVER_MISFIRES" ]
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maybe we could keep using EXPLOSIVE_HUGE, rationale:

  1. only 20% of shaped charge's metal jet is concentrated to target, the other 80% is radiated like normal explosive.
  2. RPG-7's lethal radius is 7+ metres.

citation: https://www.quora.com/If-a-grenade-from-an-RPG-7-were-to-impact-next-to-you-say-two-meters-distance-would-you-survive-the-detonation-of-its-shaped-charge

@@ -33,7 +33,7 @@
"flags": [ "IRREPLACEABLE_CONSUMABLE" ],
"weight": "4500 g",
"ammo_type": "RPG-7",
"damage": { "damage_type": "bullet", "amount": 30, "armor_multiplier": 0.1 },
"damage": { "damage_type": "bullet", "amount": 1000,"armor_penetration":250 , "armor_multiplier": 2 },
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json lint fails because it's incorrectly formatted, please refer to JSON_STYLE on how to use the json formatter.

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I think it would be better to buff overall explosion damage to x2 ~ 3, instead of just heavily buffing the bullets themselves. so bullets could have around 100~300 damages, while bulk of damage is done from explosion.

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Thanks for the corrections and suggestions. Maybe i can change the damage of the explosion effect and see the result damage.

@@ -33,7 +33,7 @@
"flags": [ "IRREPLACEABLE_CONSUMABLE" ],
"weight": "4500 g",
"ammo_type": "RPG-7",
"damage": { "damage_type": "bullet", "amount": 30, "armor_multiplier": 0.1 },
"damage": { "damage_type": "bullet", "amount": 1000,"armor_penetration":250 , "armor_multiplier": 2 },
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[astyle, style-json] reported by reviewdog 🐶

Suggested change
"damage": { "damage_type": "bullet", "amount": 1000,"armor_penetration":250 , "armor_multiplier": 2 },
"damage": { "damage_type": "bullet", "amount": 1000, "armor_penetration": 250, "armor_multiplier": 2 },

@@ -53,7 +53,7 @@
"flags": [ "IRREPLACEABLE_CONSUMABLE" ],
"weight": "4500 g",
"ammo_type": "RPG-7",
"damage": { "damage_type": "bullet", "amount": 10, "armor_penetration": 10 },
"damage": { "damage_type": "bullet", "amount": 500, "armor_penetration": 10},
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[astyle, style-json] reported by reviewdog 🐶

Suggested change
"damage": { "damage_type": "bullet", "amount": 500, "armor_penetration": 10},
"damage": { "damage_type": "bullet", "amount": 500, "armor_penetration": 10 },

@@ -33,7 +33,7 @@
"flags": [ "IRREPLACEABLE_CONSUMABLE" ],
"weight": "4500 g",
"ammo_type": "RPG-7",
"damage": { "damage_type": "bullet", "amount": 30, "armor_multiplier": 0.1 },
"damage": { "damage_type": "bullet", "amount": 200,"armor_penetration":55 , "armor_multiplier": 2 },
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[astyle, style-json] reported by reviewdog 🐶

Suggested change
"damage": { "damage_type": "bullet", "amount": 200,"armor_penetration":55 , "armor_multiplier": 2 },
"damage": { "damage_type": "bullet", "amount": 200, "armor_penetration": 55, "armor_multiplier": 2 },

@@ -53,7 +53,7 @@
"flags": [ "IRREPLACEABLE_CONSUMABLE" ],
"weight": "4500 g",
"ammo_type": "RPG-7",
"damage": { "damage_type": "bullet", "amount": 10, "armor_penetration": 10 },
"damage": { "damage_type": "bullet", "amount": 60, "armor_penetration": 10},
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[astyle, style-json] reported by reviewdog 🐶

Suggested change
"damage": { "damage_type": "bullet", "amount": 60, "armor_penetration": 10},
"damage": { "damage_type": "bullet", "amount": 60, "armor_penetration": 10 },

chaosvolt and others added 2 commits April 15, 2023 05:42
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
@@ -33,7 +33,7 @@
"flags": [ "IRREPLACEABLE_CONSUMABLE" ],
"weight": "4500 g",
"ammo_type": "RPG-7",
"damage": { "damage_type": "bullet", "amount": 30, "armor_multiplier": 0.1 },
"damage": { "damage_type": "bullet", "amount": 200, "armor_penetration": 55, "armor_multiplier": 2 },
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Is keeping the armor_multiplier but increasing it to 2x intended? It'd basically increase the effectiveness of any armor left over after taking armor_penetration into account.

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I just leave for test, is not intended sorry for that, personally i dont know if this request is good or not, if is this balance for the game, after testing, now do more damage, but not to much to be broken.
I testing increasing the damage of the explosion, but the damage destroy z level tiles.
With the actual damage at least kevlar hulk recieve damage, but are not insta killed

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No worries. I looked at it and things look better to me, it's a distinct improvement to items that're meant to be effective against huge monsters without reaching Tankmod Revived levels, so.

@chaosvolt chaosvolt merged commit d0f7a99 into cataclysmbnteam:upload Apr 15, 2023
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I'm hoping this wasn't a mistake to merge, the numbers look okay to me given these are non-renewable items but I should've taken a closer look at the related issue as well.

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Gave this some further testing to double-check the results indicated in the PR (I should've done that before merging, I was kinda half-awake) and the buff really isn't that big. Tested all RPG-7 and 84mm rounds against a full-health kevlar hulk each time Of them, the tandem RPG-7 round was the only one I could get to one-shot a kevlar hulk, and only with a critical hit. The thermobaric rocket was also basically certain death despite its base damage being a joke, but that's just because fire is the biggest monster of all.

Thing is, most of the 40mm shells are a good bit beefier than these, while these are more rare and precious than grenade launcher rounds. Of these, only the Mk 19 can one-shot with a crit, so I don't think they need a nerf that badly. So it'd probably be reasonable to make most of these rounds a bit more consistent and lean towards that general tier of "can one-shot a kevlar hulk, but only with a crit" but would have to see I guess.

Also of note: the 152mm TOW rockets are also irreplaceable consumables, can only be used mounted, have rather bulky ammo, have only one shot, and leave you vulnerable for a good while if you don't do the job. These are probably the only weapons in vanilla that can probably get away with being strong enough to kill a kevlar hulk on a standard-tier hit.

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84mm HEDP rounds have incorrect stats, do not work as intended.
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