summaryrefslogtreecommitdiff
path: root/revert-09_undo-yet-more-ammo-balancing.patch
diff options
context:
space:
mode:
Diffstat (limited to 'revert-09_undo-yet-more-ammo-balancing.patch')
-rw-r--r--revert-09_undo-yet-more-ammo-balancing.patch20
1 files changed, 0 insertions, 20 deletions
diff --git a/revert-09_undo-yet-more-ammo-balancing.patch b/revert-09_undo-yet-more-ammo-balancing.patch
index 0b64fcf..5a4571b 100644
--- a/revert-09_undo-yet-more-ammo-balancing.patch
+++ b/revert-09_undo-yet-more-ammo-balancing.patch
@@ -719,26 +719,6 @@ index d10e81bd771..95a92381547 100644
"charges": 25,
"contents-item": [ "shoulder_strap", "suppressor", "holo_sight" ]
},
-diff --git a/doc/GAME_BALANCE.md b/doc/GAME_BALANCE.md
-index 966b2861ff3..5a51a530d5c 100644
---- a/doc/GAME_BALANCE.md
-+++ b/doc/GAME_BALANCE.md
-@@ -272,12 +272,12 @@ If the resulting base damage is below specific thresholds, apply one of three mu
-
- For liminal cases where the base damage is 20, 30, or 40 there is room for discretion regarding which balance increase to apply, if any. Discretion should be exercised based on which solution makes that ammunition distinct from other ammunition of similar power, as having two different ammotypes with identical power should be avoided.
-
--As for terminal ballistics, hollowpoints variant should be at least 25% more effective against a completely unarmored target, in order for the difference to be considered relevant. Conversely, the base FMJ variation should have a combined damage and armor penetration whose total is at least 25% greater than the damage of the hollowpoint variant. This recommendation will inform how much armor penetration the two variants should have. Armor-piercing variants have seven-eigths the damage of the standard FMJ variant, and a level of penetration identical to its damage.
-+As for terminal ballistics, hollowpoints variant should be at least 25% more effective against a completely unarmored target, in order for the difference to be considered relevant. Conversely, the base FMJ variation should have a combined damage and armor penetration whose total is at least 15% greater than the damage of the hollowpoint variant. This recommendation will inform how much armor penetration the two variants should have. Armor-piercing variants have seven-eigths the damage of the standard FMJ variant, and enough penetration to make the combined value 30% higher than the damage of hollowpoint.
-
- The relative combined damage plus armor penetration for each variant can likewise be summarized as follows:
- 1. Hollowpoints are considered to have 100% combined damage (example: 100 damage, 0 arpen)
--2. Standard/FMJ variants are considered to have 125% combined damage, 80% damage and 45% arpen (example: 80 damage, 45 arpen)
--3. AP vairants are considered to have 140% combined damage, 70% damage and 70% arpen (example: 70 damage, 70 arpen)
-+2. Standard/FMJ variants are considered to have 115% combined damage, 80% damage and 35% arpen (example: 80 damage, 35 arpen)
-+3. AP variants are considered to have 130% combined damage, 70% damage and 60% arpen (example: 70 damage, 60 arpen)
-
- # LIQUIDS:
- Multi-charge items are weighed by the charge/use. If you have an item that contains 40 uses, it'll weigh 40x as much (when found in-game) as you entered in the JSON. Liquids are priced by the 250mL unit, but handled in containers. This can cause problems if you create something that comes in (say) a gallon jug (15 charges) and price it at the cost of a jug's worth: it'll be 15x as expensive as intended.
--
2.39.0