{"action":"created","issue":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/10835","labels_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/10835/labels{/name}","comments_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/10835/comments","events_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/10835/events","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/issues/10835","id":54010529,"number":10835,"title":"Rocket Launchers OP","user":{"login":"QuantumInvictus","id":10221801,"avatar_url":"https://avatars.githubusercontent.com/u/10221801?v=3","gravatar_id":"","url":"https://api.github.com/users/QuantumInvictus","html_url":"https://github.com/QuantumInvictus","followers_url":"https://api.github.com/users/QuantumInvictus/followers","following_url":"https://api.github.com/users/QuantumInvictus/following{/other_user}","gists_url":"https://api.github.com/users/QuantumInvictus/gists{/gist_id}","starred_url":"https://api.github.com/users/QuantumInvictus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/QuantumInvictus/subscriptions","organizations_url":"https://api.github.com/users/QuantumInvictus/orgs","repos_url":"https://api.github.com/users/QuantumInvictus/repos","events_url":"https://api.github.com/users/QuantumInvictus/events{/privacy}","received_events_url":"https://api.github.com/users/QuantumInvictus/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":2,"created_at":"2015-01-11T23:59:58Z","updated_at":"2015-01-12T02:41:31Z","closed_at":null,"body":"So a few days ago, @KA101 and I were discussing the pricing for rocket launchers (over on issue #10765), and a bit of research has lead me to believe that, currently, the in-game rocket launchers are significantly overpowered when compared to their real-life counterparts.\r\n\r\n[Here's a source I'm using for the M72.](http://www.inetres.com/gp/military/infantry/antiarmor/M72.html)\r\n[And here's a source I'm using for the RPG-7](http://www.armyrecognition.com/russia_russian_army_light_heavy_weapons_uk/rpg-7_anti-tank_grenade_rocket_launcher_technical_data_sheet_specifications_information_description.html#identification)\r\nAnd of course, I'm also using the wiki pages.\r\n\r\nFor instance, in-game testing with an M72 LAW showed it able to knock out a single wall tile from a standard house upon a direct hit while my aforementioned source says:\r\n>Three LAW rounds fired at the same area of a wood-frame wall usually produce a man-sized hole.\r\n\r\nFrom the looks of things, it's not a useful weapon in real life except in a single-target anti-light-armor role (which, somewhat unsurprisingly, is what it was originally designed for). Hence, as part of this issue, I am suggesting that the effect of the rocket's explosion be nerfed.\r\n\r\nThe rocket that we are using for the RPG-7 - the PG-7VL rocket - has roughly double the penetration of the M72, which is also reflected in the JSONs (though it would, of course, have to also be adjusted down if that of the M72 is adjusted down). While I would like to suggest that we move the \"default\" RPG-7 rockets down to the older PG-7V ones, which are comparable in ability to the M72, that might be something better suited to its own issue/PR. However, even with the larger rocket, it's still somewhat overpowered - I could get the thing to reliably punch two-tile holes in walls, which is more than is realistic.\r\n\r\nCommon to the two, however, is a factor that makes them much more powerful than they are in real life - explosion radius. In Cataclysm, we handle all explosives from TNT to frag grenades in roughly the same manner - they have a blast radius, and anything in them is damaged. Now, the problem here is that none of the rockets we are using for the rocket launchers are fragmentation rounds, but instead HEAT ones. This makes sense - the pre-cataclysm world would probably not have had overmuch issue with civilians owning heavy anti-tank munitions (due to the looming threat of invasion), it's very much a stretch to extend that to heavy anti-personnel munitions.\r\n\r\nRegardless, despite the fact that these things are launching anti-armor rockets (which is a fact that I think should stay) they have a fairly considerable blast radius. This should probably be corrected, so that the rockets are single-target only, or at least with only scratch damage to extremely close soft targets.\r\n\r\nThe reason I opened an issue for this is twofold: for one, I don't understand how or where the blast radius calculations, etc. are done, so I felt it best to first obtain advice and line up a plan for what should be changed, and secondly this is something of a significant change, gameplay wise, so I'd thought it best to see if there was some manner of outstanding objection to the change.\r\n\r\nThat having been said, however, it must be said that at some point we will probably need to set up a better system for explosives and armor penetration. As I mentioned above, a piece of TNT is, from what I understand, handled approximately the same as a fragmentation grenade, which really shouldn't be the case. However, depending on how the current explosion stuff is handled such an overhaul could easily take anywhere from a couple days to a couple months.\r\n\r\n<bountysource-plugin>\r\n\r\n---\r\nWant to back this issue? **[Place a bounty on it!](https://www.bountysource.com/issues/7662221-rocket-launchers-op?utm_campaign=plugin&utm_content=tracker%2F146201&utm_medium=issues&utm_source=github)** We accept bounties via [Bountysource](https://www.bountysource.com/?utm_campaign=plugin&utm_content=tracker%2F146201&utm_medium=issues&utm_source=github).\r\n</bountysource-plugin>"},"comment":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/comments/69524888","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/issues/10835#issuecomment-69524888","issue_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/10835","id":69524888,"user":{"login":"QuantumInvictus","id":10221801,"avatar_url":"https://avatars.githubusercontent.com/u/10221801?v=3","gravatar_id":"","url":"https://api.github.com/users/QuantumInvictus","html_url":"https://github.com/QuantumInvictus","followers_url":"https://api.github.com/users/QuantumInvictus/followers","following_url":"https://api.github.com/users/QuantumInvictus/following{/other_user}","gists_url":"https://api.github.com/users/QuantumInvictus/gists{/gist_id}","starred_url":"https://api.github.com/users/QuantumInvictus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/QuantumInvictus/subscriptions","organizations_url":"https://api.github.com/users/QuantumInvictus/orgs","repos_url":"https://api.github.com/users/QuantumInvictus/repos","events_url":"https://api.github.com/users/QuantumInvictus/events{/privacy}","received_events_url":"https://api.github.com/users/QuantumInvictus/received_events","type":"User","site_admin":false},"created_at":"2015-01-12T02:41:31Z","updated_at":"2015-01-12T02:41:31Z","body":"That's probably what will need to be done, but could you direct me to where the explosions are actually handled? I haven't been able to find the right bit of code."}}