View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0020764||Starward Rogue||[All Projects] Gameplay Issue||Nov 10, 2018 1:50 pm||Nov 17, 2018 11:43 am|
|Product Version||2.501 (Unity version Rollback)|
|Fixed in Version|
|Summary||0020764: Plague Pistol primary weapon clouds are too bright and opaque|
|Description||I like the mechanics of the Plague Pistol, but the huge clouds it creates almost completely obscure vision of the target area. I'd be fine with this if it was a secondary - and in fact the toxic missiles are similar - but as a primary weapon, you don't really have the option to not use it.|
|Tags||No tags attached.|
I'd also suggest looking at the brightness of the inferno uzi (especially with the DOT and flames left on the floor), ripple laser and sludge dump.
The sludge dump also tends to slow my game down (compared to the flame trail from hot rod), though that could just be my old computer.
I've looked into increasing the transparency of the plague pistol particle but the weapon kind of loses its feel with a 20% opacity and anything higher than that doesn't seem to make much difference. It may sound strange, but my inclination is to just leave one of the negatives of the weapon being that it obscures visibility, you then have to be a bit more with how you use it. As a counter balance, though, this means that I can buff it significantly making it more of a weapon that requires some expertise to use. Of course we can't have too many items like this in the game, but a few seems fine to me. That's my current thinking anyway, to factor the decreased visibility into the balancing of the weapon. Bear in mind that the weapon has already undergone one round of tweaks to improve visibility in the past.
As for the other items, I don't really see the problem with the Inferno Uzi or the Ripple Laser, although perhaps I have a fairly high tolerance for visibility issues. The sludge dump was hogging performance, though, so I've put a fix in for that which should improve performance by 30% or so.
I've just made a round of tweaks for the Plague Pistol balance. This weapon was actually all kinds of messed up. Most of the status effects of the weapon weren't working. When the enemy is poisoned it was meant to reduce the damage of enemy shots by 1 as well as doubling the damage you deal with non-poison weapons but none of that was working. I've fixed that and tweaked a few things so that it's a more tactical weapon now. There's now little benefit in spamming the weapon since the bulk of its damage is dealt via damage per second. We'll see how this works out. Cheers!