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@Keshash Keshash commented Jan 13, 2026

Changes

Redoes the way subsequent shot warmup time reductions are calculated:

  • Max achievable reduction is now affected by weapon's base recoil. So, higher recoil weapons won't get as much reduction. On snapshot, FN FAL will achieve max reduction of 0.61x, while m16 will achieve 0.47x (less is better). Overall, max possible reduction is less generous now. Average assault rifle will now have max reduction of 0.35/0.50/0.75 on supp/snap/aimed modes. However, laser weapons with 0 recoil will still have 0.10/0.25/0.50
  • 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.
  • SS reduction now accumulates after each burst bit by bit. Allows full auto burst to accumulate a small reduction if they can go on for a while

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.
  • Keep penalties for rotation angle delta as is.

Alternatives

Describe alternative implementations you have considered, e.g.

  • Ditch the idea of accumulating reduction over several burst, and instead give full auto a reduction of 10-15% starting from 2nd 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

@github-actions
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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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2 participants