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Subsequent shot rebalance draft#4429

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SubsequentShotsRebalance
Open

Subsequent shot rebalance draft#4429
Keshash wants to merge 5 commits into
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SubsequentShotsRebalance

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@Keshash

@Keshash Keshash commented Jan 13, 2026

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Changes

Redoes the way subsequent shot warmup time reductions are calculated:

  • Reduction now depends on 2 factors: weapon mass and recoil. Low-recoil weapons are good at repeating shots at static targets, while lightweight weapons are good at being turned horizontally to shoot a new target.
  • New mass penalties are reduced by high bodysize and slightly reduced by high weapon handling.
  • Amount of reduction after each burst is determined by accumulated recoil as before, but it is now evaluated with a curve to make a bigger difference between single shot of rifles, while still allowing bursts to get time reductions. Curve is tweakable in xml
  • Adds a settings slider to control how impactful subsequent shot reductions are. Adds a debug setting to log these reductions in console.
  • Subsequent shots calculation is no longer affected by recoil randomization - every burst will get the same amount of time reduction. Would be too unpredictable otherwise.

Reasoning

The problems of the current system:

  • Too much aim time reduction takes away the difference between weapon classes.
  • It is too easy to receive the reductions. Any shooter, no matter the skill, quickly reaches max reduction on a full auto m16.

Goals of this rebalance:

  • Make weapons preserve their differences in aim time by making recoil more impactful for SS.
  • Make it harder to achieve max reduction for low-skill shooters.
  • Favor low-caliber semi-auto weapons with these buffs.
  • Make pistols good at quickly turning around (they get penalized by heavy recoil for repeat shots)
  • Make HMGs good at shooting the same target, bad at turning around.

Alternatives

Describe alternative implementations you have considered, e.g.

  • Return the idea of accumulating reduction over several burst.

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • Playtested a colony (specify how long)

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-20971375823.zip

@github-actions github-actions Bot added the Download in Comments This PR has a zipfile download available. label Jan 13, 2026
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-21494391621.zip

@github-actions

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-21523372946.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-21523491434.zip

@Keshash Keshash marked this pull request as ready for review January 30, 2026 17:13
@Keshash Keshash requested review from a team as code owners January 30, 2026 17:13
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-27719984082.zip

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