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Samus S4 Reverted Missiles#404

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CodenameComlink wants to merge 1 commit into
HDR-Development:devfrom
CodenameComlink:comlink-samus-patch-1
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Samus S4 Reverted Missiles#404
CodenameComlink wants to merge 1 commit into
HDR-Development:devfrom
CodenameComlink:comlink-samus-patch-1

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@CodenameComlink

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Hey y'all. This is my first pull request, it's to make Samus missiles work like they did in Smash 4 which should line up better with their Melee counterparts. This is intended to go with the floaty Samus param changes.

Hey y'all. This is my first pull request, and it's to make Samus missiles work like they did in Smash 4, lining up better with their Melee counterparts. This is intended to go with the floaty Samus param changes, I'll have to post those in a bit.

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removed line
(-) h_angle [3 > .65] --"This was really overtuned, missiles homed in at a level they didn't from previous games. Though a welcome change, I got rid of it for now because I want to see if she needs it. I deleted the line which should revert it back to vanilla. I think I did this right..."
General
(R) sp_s_smash_f [5 > 3] --"Samus missiles don't check if you're actually tilting the stick. Rather, they check how long you've been holding the side input before you press the button. This is why you can tilt the stick and still get a super missile. Reducing this window means you have to be quicker with the special input to get a super missile, but are less likely to get one without intention."
(+) missile_max_req [2 >3] --"This allows Samus to have 3 normal missiles on-screen like Melee, which is fine considering they don't home in nearly as much."
Super Missiles --"Currently Samus missiles can be run ahead of due to their low initial speed and high acceleration. By changing a good amount of these values to their S4 values, I've reduced acceleration but given missiles a better initial speed to match their S4 values, making them more of a long range accurate projectile than a heavy stage control bomb. After all, Samus can run behind these with land canceling in this."
(R) s_spd_x0 [.18 > .6] --"This is the initial speed of the missile. This has been buffed to make up for the reduction in acceleration."
($) s_spd_y0 [.22 > 0] --"This controlled initial Y speed which didn't exist before and didn't matter when her missiles didn't accelerate. Pretty much visual."
(R) s_acc_f [26 > 14] --"This is the frame the missile accelerates."
(R) s_acc_x [.16 > .08] --"This is how fast the missile accelerates, decreased due to higher initial speed."
(-) s_spd_x_max [4.2 > 1.75] --"Max missile speed, reduced because it doesn't need to go ludicrous speed with this rework."
($) s_rot [2 > 0] --"Judging by the name, this was used to make the missile fire upwards with that aesthetic change of an initial downwards velocity."
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@techyCoder81 techyCoder81 marked this pull request as draft March 29, 2022 18:12
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if this PR is not ready or closed in the next few days I will be closing it as stale.

SuddyN pushed a commit that referenced this pull request Nov 5, 2025
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2 participants