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IDProjectCategoryView StatusLast Update
0003309The Dark ModDef / Setuppublic23.02.2013 14:48
ReporterSpringheel Assigned ToSpringheel  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status resolvedResolutionfixed 
Product VersionTDM 1.08 
Target VersionTDM 2.00 
Summary0003309: Too easy to kill AI with arrows.
DescriptionI thought you were only supposed to be able to kill AI with a headshot if they were unalert? If you can drop a charging guard with a single arrow, that's a bit of a problem isn't it?

To me, the fact that the Rambo approach is actually easier than stealth means something is broken.

Wow, I just found out why it's so easy...on "Normal" difficulty (which is the easiest, and default) all AI HP are modified by -50!! The typical guard has 100 HP, so "Normal" difficulty is cutting HP in half for guards!!
TagsNo tags attached.




30.01.2013 21:00

administrator   ~0005038


30.01.2013 21:01

administrator   ~0005039

Last edited: 19.02.2013 19:44

View 2 revisions

Ok, I've uploaded some changes to SVN. I made the following adjustments:

The "drawing back" animation has been slowed to a rate of .7, which reduces the player's ability to quickfire somewhat.

The HP adjustments for the various Combat Difficulty Levels have been changed to:

Normal -- "0" (was -50!)
Hard -- "+20" (was 0)
Expert -- "+40" (was +35)

On all difficulty levels it now takes at least two headshots to take down an alert AI, but you can still drop them with one if they're taken by surprise.

We can test this out for a while and see how it feels, but it should go a long way to solving the original problem.

Issue History

Date Modified Username Field Change
30.01.2013 21:00 Springheel New Issue
30.01.2013 21:00 Springheel Status new => assigned
30.01.2013 21:00 Springheel Assigned To => Springheel
30.01.2013 21:00 Springheel Note Added: 0005038
30.01.2013 21:01 Springheel Note Added: 0005039
30.01.2013 21:01 Springheel Status assigned => feedback
19.02.2013 19:44 Springheel Note Edited: 0005039 View Revisions
23.02.2013 14:48 Springheel Status feedback => resolved
23.02.2013 14:48 Springheel Resolution open => fixed