mastercomsAwesome work!
Thanks!
mastercomsDo you think you could maybe review if the flamethrower fix I did here to the SDK makes sense
Regarding reversing flames priority: yes, absolutely, this must be done. I have no idea how it was never changed. That comment in the code - "take the first flame", "THE FIRST" - hints strongly that this is an obvious oversight that they simply forgot that they store the flames in chronological order.
As for tweaking Blue Moon rampup. The thing is that this rampup accomplish nothing. Nothing. As the update notes claim its purpose was to combat flail-around post-ji tactics. Does this mechanics accomplish this goal? No, it does not! This "heat index", or whatever they call it, this metric has no correlation to flame density. It completely fails to detect flail-around WHILE constantly penalizing focused fire (especially at point blank). And with post-JI flames the game absolutely MUST have SOMETHING to combat that flail-around. If Blue Moon fails to do it wile having horrific side effects, why even bother tweaking it? If devs want to estimate density and penalize sparse flames, well, let them craft something that actually does it. If devs want damage ramp up as a separate mechanic that is unrelated to density estimation, let them implement something simple and comprehensible that doesn't involve a hidden metric that updates itself every frame based on complex computations. If devs want damage to be accounted by player's precision at a fine-grained level, then, well, probably just scrap JI system and go back to per-particle damage? Blue moon rampup fails at all three possible goals. As already said, density estimation is poor; the fact that damage rampup spans across several frames is incindental and its rate is heavily inconsistent and unpredictable; as for precision estimation, well, it penalizes focused fire against static target, I don't even know what to add here. I see no point in bothering with tweaking numbers of this system, this rampup system must simply be deleted and replaced with something else.