Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

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Gentlefood
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Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Gentlefood » 11 Sep 2016, 17:47

Bug Description: Title. This causes the boiler bombard gas effects to stack leading to excessively high amounts of damage in a single tick.


Steps to reproduce:
1. Boiler bombard and wait for RNG
2. Take damage from multiple instances of Boiler gas on a single tile.
3. End up with 320+ Burn damage in a single tick.

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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by SPACEpotato1 » 13 Sep 2016, 07:39

I don't think this should reall be a bug.

It makes sense that the acid GAS will burn you a lot more if it is focused than when it is not.
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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Eenkogneeto » 13 Sep 2016, 07:41

If were gonna fix boiler bombard bugs, how about first making it so that you can shoot in a straight line when you want to? Try shooting straight through the top doors to the bridge, go ahead. You cant. Ever. From any distance.
Its a more pressing issue than 'I stood in two clouds of acid instead of one so I super died instead of dying a little' which is also what happens if you are hit directly.
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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Jroinc1 » 13 Sep 2016, 09:04

Honestly, boiler gas is so slow to expand and easy to avoid... I see ON AVERAGE, and in MY EXPERIENCE, roughly 1 marine die every... 8-10-ish clouds, and 1 marine injured, again, on average, about every 6-8-ish clouds. Almost all of these are in very tight quarters or the marine was stunned.

Also, if a boiler fires, and you only see 1-2 clouds rather than the 6-10 you expect, maybe don't try to run through THAT one?
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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Snypehunter007 » 17 Oct 2016, 14:33

Gentlefood wrote:Bug Description: Title. This causes the boiler bombard gas effects to stack leading to excessively high amounts of damage in a single tick.


Steps to reproduce:
1. Boiler bombard and wait for RNG
2. Take damage from multiple instances of Boiler gas on a single tile.
3. End up with 320+ Burn damage in a single tick.
So what your saying is, multiple boilers bombard an area and stack the amount of boiler gas in an area? Causing Marines to die faster because they melt faster?
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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Gentlefood » 17 Oct 2016, 14:35

Snypehunter007 wrote:
So what your saying is, multiple boilers bombard an area and stack the amount of boiler gas in an area? Causing Marines to die faster because they melt faster?
No, what I'm saying is a single boiler who bombards an area can cause over 500+ burn damage due to the propagation of the spawned "gas cloud" entity not propagating due to RNG. This causes multiple "Your Skin Burns!" to effect whatever is on the tile in a single tick leaving literally 0 chance for escape or survival even given a literal best case scenario of B18, Tramadol, Oxycodone, Dermaline, Already applied Burn Cream/Burn Kit, etc. What should occur is it should check for the tile to already be occupied by the gas rather than simply checking for each gas if something occupies the same tile as it, this would not only make boiler clouds spread faster and be more effective as a blanketing attack, but also fix the aforementioned bug.

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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Snypehunter007 » 17 Oct 2016, 14:38

Gentlefood wrote: No, what I'm saying is a single boiler who bombards an area can cause over 500+ burn damage due to the propagation of the spawned "gas cloud" entity not propagating due to RNG. This causes multiple "Your Skin Burns!" to effect whatever is on the tile in a single tick leaving literally 0 chance for escape or survival even given a literal best case scenario of B18, Tramadol, Oxycodone, Dermaline, Already applied Burn Cream/Burn Kit, etc.
Ah I see now, the gas cloud never expands causing the damage in that one tile to be huge. Right.

Does this still happen Gentle?
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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Gentlefood » 17 Oct 2016, 14:41

Snypehunter007 wrote:
Ah I see now, the gas cloud never expands causing the damage in that one tile to be huge. Right.

Does this still happen Gentle?
Yes.

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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Biolock » 17 Oct 2016, 16:12

Don't fix it, I love it. Don't brake mi hert :C
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Snypehunter007 » 17 Oct 2016, 16:36

Sorry Bio,

Confirmed.
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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by forwardslashN » 20 Oct 2016, 12:36

I don't think this is a bug. The gas doesn't propagate due to RNG, not that it doesn't do so properly. Stacking gas on a single tile is still within the realm of reason, so if you get caught in that, tough luck for you. It's the same thing for any other gas in the game.
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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Gentlefood » 20 Oct 2016, 15:16

forwardslashN wrote:I don't think this is a bug. The gas doesn't propagate due to RNG, not that it doesn't do so properly. Stacking gas on a single tile is still within the realm of reason, so if you get caught in that, tough luck for you. It's the same thing for any other gas in the game.
The problem with this is the system in place doesn't account for it allowing absurdly high levels of lethality based on pure RNG. If we're going to let the aliens have RNG insta-kill weapons why not marines?

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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by forwardslashN » 20 Oct 2016, 17:33

Gentlefood wrote: The problem with this is the system in place doesn't account for it allowing absurdly high levels of lethality based on pure RNG. If we're going to let the aliens have RNG insta-kill weapons why not marines?
Sadar, OBs. But bugs is not the section for gameplay mechanics. If you have an issue with boiler gas being too lethal, you can propose it in suggestions. This doesn't sound like unintended behavior to me.
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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by TopHatPenguin » 21 Oct 2016, 05:13

Just to add to this you can still sometimes walk through boiler gas without damage or you'll get clipped by boiler gas for a second and get insta-killed.

Both of which don't exactly sound like gameplay mechanics and more like bugs.
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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by forwardslashN » 21 Oct 2016, 13:02

TopHatPenguin wrote:Just to add to this you can still sometimes walk through boiler gas without damage or you'll get clipped by boiler gas for a second and get insta-killed.

Both of which don't exactly sound like gameplay mechanics and more like bugs.
There are actually two boiler gasses. One that knocks you out, and the other one. I'm wondering if the one you walk through is the non lethal version.
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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by TopHatPenguin » 21 Oct 2016, 13:13

forwardslashN wrote: There are actually two boiler gasses. One that knocks you out, and the other one. I'm wondering if the one you walk through is the non lethal version.
it was definitely lethal as the guy who got hit by it died instantly, compared to myself who just walked through it.
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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Feweh » 21 Oct 2016, 13:31

This is a feature, if youre directly hit by boiler gas it has a chance to kill you instantly.

Its a lot like insta decaps

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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by Gentlefood » 22 Oct 2016, 05:46

Feweh wrote:This is a feature, if youre directly hit by boiler gas it has a chance to kill you instantly.

Its a lot like insta decaps
This is not about direct hits but rather the persistent gas cloud. I am fine with direct hits remaining extremely lethal but still feel the gas cloud could use a rework/fix.

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Re: Boiler Gas Propagation RNG doesn't account for tiles already occupied by boiler gas

Post by phil235 » 24 Sep 2017, 09:54

Fixed, boiler smoke has been changed

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