Balance values of hitscan attacks

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Joined: Wed Sep 01, 2010 12:54 am

Fri Feb 12, 2016 2:18 am

While I thought hitscan would be considered more powerful, I was not sure how much. After doing calculations by hand, I was surprised by the results. According to the algorithm used by the game, hitscan attacks of significant range are highly valued.

Simplified algorithm
balSpeed = -20 * (1 - sqrt(range/2))

Code: Select all

range|balSpeed|balRange|  Total
-----+--------+--------+--------
  10 |   24   |  -50   |  -26
  15 |   34.8 |  -45   |  -10.2
  20 |   43.2 |  -40   |    3
  25 |   50.7 |  -35   |   15.7
  30 |   57.5 |  -30   |   27.5
  40 |   69.4 |  -20   |   49.4
  50 |   80   |  -10   |   70
  60 |   89.5 |    0   |   89.5
  80 |  106.5 |    7   |  113.5
 100 |  121.4 |   14   |  135.4
 120 |  134.9 |   21   |  155.9
For example, a standard laser cannon is considered 1% overpowered. If the laser cannon was modified to be hitscan but all other properties remain the same, it would become 90.5% overpowered!
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