1. Click here to join our community discord server.

Unstoppable Skill - Upgrade and replace?

Discussion in '[L4D2] Points Reloaded' started by szSteam_76561198051919925, May 9, 2012.

Thread Status:
Not open for further replies.
  1. Good afternoon,

    Many that have maxed the skill Unstoppable might have noticed that the fall damage part of it does not work. This is because of a fundamental flaw in the algorithm that was used when designing the skill, so it was never patched (but instead just was disabled).

    As many of you know already, I'm adding a lot of new features to PR that are being merged from PRev. I'm at the point of adding the PRev (codename for Points Revolution, the next points mod I was working on but never released) skill called "Impact". It's another variant of Unstoppable I had made (when I was still learning to mod) but using a more sophisticated algorithm.

    Impact is much more efficient in that burn damage, fall damage, pressure damage, and stun damage are all considered and factored in to the equation. It detects fall height (in which you can fall high distances but too high of a jump will kill you, preventing any No Mercy map exploits) and factors in Newtonian velocity which Unstoppable never does.

    The question is, would you like me to replace the skill "Unstoppable" with the skill "Impact"? Why I'm asking instead of just patching it is because the entire Unstoppable skill will be removed and replaced with Impact (which means you must buy the skill again!)

    Here are some differences between the PR skill "Unstoppable" and the PRev skill "Impact":
    • Unstoppable has 2 working levels: Fire and Pressure. However, the Impact skill has 4 levels: Stun, Fire, Fall, and Pressure.
    • Due to the extra features found in Impact, the level variance is higher, which means level requirements for the latter three levels are moved up.
    • In Unstoppable, you are completely immune to all forms of fire and pressure damage (i.e. cars flying at you will not hurt you and molotov fire will not burn). The same thing occurs in Impact with one major advancement. "Impact" calculates velocities and accelerations of Newtonian objects, enabling high velocity objects to incapacitate (but not kill) players. That basically means a car flying at you will not hurt you (just like Unstoppable) as long as it is moving under a specific velocity. That basically means most cars that the tank smashes at you will have no effect on you; however, if the car came tumbling down a hill and gained enough rotational kinetic energy to have a significant linear impact on you, then it has the potential to incapacitate you.
    • Unstoppable doesn't always work. Neither does Impact. However, Impact has a higher chance of working because of the efficient mathematical construct that it is built on.

    Any thoughts/comments?
     
  2. Stefeman

    Stefeman Head Administrator Staff Member

    the Impact surely sounds like a good solution to that disabled skill, but i wonder if you are able to make it so, it would not become too overpowered? Immunity to everything dosent sound that good.

    So basically it calculates the distance from above between the car and the player and deals damage according how high the object (car) falls from.. So let's say, 20m would be instant kill?

    Just interested, would it be able to calculate the car's posture/position so whetever the car is upside down or not and deal damage according it?

    Then another question as we are in it: For example, the car explosion plugin, the smoke is rising from the middle (roof) instead of engine area at the front. Would it be possible to change the smoke position into engine area? - and if the car moves, is it possible for the smoke entity to re-calculate the area of the car and it's motor, so it would move along the vehicle in real-time? - I belive HC tried to solve this. (maybe he fixed it already).
     
  3. Stoned

    Stoned Senior Member

    I would actually prefer the Impact skill since it has 4 working levels, and fall even works depending on the height, so overall, the Impact skill is the best.

    Also, do you think my special tank will come to the MG world? :D
     
  4. WeeJocky

    WeeJocky Game Server Moderator

    Could the fall damage reduction be disabled or at least reduced during a bitch slap? Otherwise the infected are going to be nerfed on a number of maps with this. e.g. a great number of kills often occur on the sacrifice finale when survivors are bitch slapped down the hill/steps.
     
  5. achilles

    achilles Banned

    Pr is perfectly fine and doing great.No changes would be highly appreciated.There is not much difference in unstoppable and impact thing . I feel it would be a hassle to again level up for the same thing. There are few things which dont work on PR

    1) Horde (please remove it from buy menu)
    2) I dont remember but it is again related to horde ( which doesnt work)

    Got the idea after reading the Impact skill

    Add , deal car dmg as a tank for specific number of sec say like 50 sec or a min which would cost around 50 or 60 bounty .
     
  6. zackno

    zackno MG Donor

    For me this seams a bit random in player experience: is the car now slow or fast, would it hurt me or not? for an action game like l4d2 such things are just annoying. So: every moving object is dangerous or not - keep it simple, please!!!!!!!!!!

    To fall damage: remove it completely would be my suggestion. we play really long on some maps now and if some games are decided by bitch slaps... only noobs get slapped... and me ;)
     
  7. Not sure what you mean here... Unstoppable gives immunity to all pressure and fire damage. Impact gives immunity to all fire damage but not all pressure damage (Newtonian mechanics comes into play here).

    It's newtonian mechanics. Differentiating position from frame A to frame B such that f(x, y, z) = partial derivative with respect to position = partial velocity. Another way to think about this is thinking in 2D. v1 = v0 + at.

    Yes, although the thing we're concerned with is the momentum of the object p = mv.

    Yes, it's possible. When you parent the entity, just set an offset from the entity position. To do so, get the entity's angles with GetEntProp() and then find the forward vector, scale, and add it to the offset.

    v1.3.1.0 remember? PR could use some new things, but just remember that 99.9% of these new features will not come to VS, but they will be seen on coop. I really do like your tank idea, so sure, why not :)

    It definitely is doing very well :) At the same time, it's growing old for people who are already maxed out. As for any bug report, use the bug reporter.

    I am not sure what you mean by "level up for the same thing". If you have already met the level requirements for Unstoppable, you already meet the level requirements for Impact.

    Hi :) Thanks for your suggestion. "Pressure" protects you against collisions. Basically, collision blocking is code that was already made by valve and linked through SourceMod + SDK Hooks (there's a flag that can be used with OnTakeDamage). What PR does is simply check whether or not you have the upgrade and turn on or off the flag depending on what you have. Impact is a bit different. It will also block collisions but calculates before enabling the flag. In all likely events, this should not change any of your gameplay associated with collision or getting hit by cars. Nothing there should change unless someone throw a car at you off a building or something lol. The reason this was incorporated is explained below.

    "Fall" is much more complicated. When the player jumps off the building, they gain significant velocity as they fall to the ground. However, it's very difficult to detect whether or not the player is falling off a building, or whether they simply jumped, or even whether or not they got bitchslapped. Impact kicks into play when you are falling off a building. I can see a variety of uses for this, especially on the maps in Hard Rain. Impact even checks for elevator subsystems. Anyway, in order for this to work properly we need to consider your velocity with respect to the map (world).

    Hope I cleared up any confusion. I personally think this makes the game rather interesting.

    It already is.
     
  8. tank

    tank MG Donor

    Hei bro why should buy something i buyed before but just heave it other name and 4 levels, not 2 levels, 'cose used my time ,money on MG store,stones, points, gems don't remeber now for upgrade that skill. And now will you remove that and then i need rebuy again, i don't get it at all ???
     
  9. szSteam_76561198049914430

    szSteam_76561198049914430 Last Online: 39 hrs, 42 mins ago

    Never thought about it lol , but yeah , we shall get at least the points we spent in that upgrade.
     
  10. Raised in Hell

    Raised in Hell Senior Member

    Think of it this way, all the high levels have received many points, gems and stones from events or by playing HD which they never should have got in the first place if the roots were not generous enough to give those rewards. So spending a few points, gems etc which you have in your account shouldn't be a problem. What's the point of even having 1000s points, gems and 100s stones if u cant even use them. This is much easier than replacing the unstoppable skill with the impact in every persons account or making a code which will automatically do it.
     
  11. tank

    tank MG Donor

    But same thing you can say that MG coders was generous 'cose give me the chanse to get all purple, dark blue or yelloy toasts to lvl up :).
    I agree with you half way 'cose not all have 100 stones and gems, you speak for pro players on MG, i am high lvl but i am not pro and dont have all this gems and stones, maybe have 5-6 gems on my account, second play mostly 98% only on PRVS.Almost never play COOP. Big part of gems got crafting or bought on store. So if you are pro player and spending time on HD or COOP it's ok , but I am not. I think i worked hard to lvl up and upgrade my skills. I bougt first x10 points booster after was lvl170.
    But I understand it is difficult to change for each person account so i don't say more and i don't complain. It was just litt boring rebuy all again. cheers
     
  12. TJ

    TJ MG Donor

    Just like tank and me, there are a few of us VS only players that play coop maybe 1% of the time. So it's not fair to assume that all of us who are high level happen to have enough gems or points to replace something we have with another thing (I have enough but others might not). Also, unstoppable lvl 1 requires level 50. So those players who are level 50+ and finally saved up for unstoppable level 1 (some through the use of mg store; others by playin coop and events) have to now save up more points for a replacement? This new impact skill doesn't just affect high levels, it affects everyone from level 50 and above. If its too hard to make a better code or refund the points, then perhaps Impact should just be free (or at least free for those who already have the equivalent level of Unstoppable).
     
  13. Yes, in a way, you are all correct. This is exactly why I created this thread :)

    Here are the possible new level requirements for Impact:

    Stun - lv 25
    Fire - lv 50
    Fall - lv 100
    Pressure - lv 150

    Any thoughts on this? I'm thinking I should just leave Unstoppable alone. Trying to change things adds work for both you and me xD
     
  14. TJ

    TJ MG Donor

    I agree. I didn't see anyone complaining about unstoppable before anyway. "If it ain't broke, don't fix it!"
     
  15. Agreed. Topic closed!
     
Thread Status:
Not open for further replies.