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Reduces overrun for nukes and naplam #296

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Reduces overrun for nukes and naplam #296

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Avenyet
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@Avenyet Avenyet commented Jun 18, 2015

I've noticed alot of nukes and napalm running over into Gold Helm rounds so i've increased the safe rounds to 9 and the napalm to 29 to try to stop this.

reason 9 and 29 is we still want to use these on pre Gold Helm bosses

@Avenyet
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Avenyet commented Jun 18, 2015

Noticed that after I did it >_< not sure how I screwed that up

the minor change is clear enough though just +20 to stop overrun on napalm.

not such a big issue 10mil+ but below that its a pain.

@Jokler
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Jokler commented Jun 18, 2015

You didn´t really screw up, it´s just not worth it.

@veniversum
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I'd suggest not changing the control.rainingSafeRounds variable since that affects lots of other things too but instead tweak canUseOffensiveAbility() function to get the desired effect.

adds button to manually disable nukes and napalm. This is for mainly
laggy connection that are seeing their nukes fire on boss rounds even
when not fired manually.
@@ -61,7 +62,7 @@
var control = {
speedThreshold: 2000,
// Stop using offensive abilities shortly before rain/wormhole rounds.
rainingSafeRounds: 5,
rainingSafeRounds: 9,

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This variable should not be changed.

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fair enough I'll adjust canUseOffensiveAbility() to +4 to scope it to just office skills.

moved +4 raining safe round offset to canUseOffensiveAbility(). this
reduces the chance of napalm over running at pre 10M. Also has the same
affect on nukes and cluster bombs.
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3 participants