Weapon Adjustments (Gun & Melee)#1031
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You currently have a negative Fix/Feature pull request delta of -22. Maintainers may close this PR at will. Fixing issues or improving the codebase will improve this score. |
Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
…into Weapon-Shit
FalloutFalcon
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Looks fine. Do note that im gonna be taking another pass at force in #1015 as it turns force into dice added to the strength/damage roll rather then anything guaranteed.
| if(prob(10)) | ||
| to_chat(user, span_warning("You smash [target] over the head with the shovel!")) | ||
| target.visible_message( | ||
| span_userdanger("You are smashed over the head by [user]!"), | ||
| span_warning("You see stars!"), | ||
| span_hear("You hear a dull THUNK!")) | ||
| var/head_protection = target.run_armor_check(BODY_ZONE_HEAD, MELEE) | ||
| target.apply_effect(5 SECONDS, EFFECT_KNOCKDOWN, head_protection) | ||
| target.drop_all_held_items() | ||
| if(user.mind && is_sabbatist(user) && prob(50)) //The humble shovelhead technique; low chance still. | ||
| target.apply_effect(10 SECONDS, EFFECT_UNCONSCIOUS, head_protection) |
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Im pretty iffy on alot of snowflaky effects on these as they affect the balance of items pretty heavy while being mostly homebrew. The bat is in the same boat for me here. (could be a good candidate for config)
| if(!knockdown_roll) | ||
| knockdown_roll = new() |
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Weirdly, it seems to have knockdown working unless something else fixed it.
| if(iscarbon(target) && !iscrinos(target)) | ||
| var/mob/living/carbon/M = target | ||
| M.Stun(4) |
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Why specifically crinos immune to it? mob_size might make sense here but I dont really see the reason they would be specifically immune to this stun specifically.
| if(user.mind && is_sabbatist(user) && prob(50)) //The humble shovelhead technique; low chance still. | ||
| target.apply_effect(10 SECONDS, EFFECT_UNCONSCIOUS, head_protection) |
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If this is gonna be anything, it should be like a prob(1) to make it actually a joke instead of a legitimate counter to sabbat as i dont think they actually have a weakness to getting hit in the head really hard.
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It's the opposite, Sabbat get a bonus to do it - it's user rather than target.
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mmmmm. I still feel its a little funny. 1/20 change is actually just a meanifully common effect in combat.
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I can reduce it further to a 1%, I made it just a 5% chance since it was checking the helmet protection before applying. (Plus the KO time is the same as CQC timer so thought it would be OK)
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
About The Pull Request
Should have done this separate between ammo and melee in hindsight but ended up doing this together. This is a mix of balance and additions, most of the feedback was from my own tests and TFN combat.
Open to feedback on this, I am not sure how Apoc rounds have been so I'm basing it off of what I got. Stuff like the Deagle .50 deagle, slugs, and shovel were requests, other stuff was mainly my own input after testing.
The Balance-jak Bullshit
I'll do bullet points here to explain the change and reasoning.
Bullet Changes
Gun Changes
Melee Changes
The Additions
I mainly just added more silver ammo variants for use; they aren't buyable but we had sprites for them and they just lacked code. Only one that was already buyable was 5.56 but it had no code so.. it was useless against Garou.
The Fix
Kinda balance but I consider it a fix since - the code just wasn't working before. I just fixed it to work. Shotgun slugs now will roll knockdown when you get shot based on strength + dex + athletics vs diff 5. That's incredibly rare to get knocked down by but, hey, there's a chance (esp if they aren't min-maxing) + NPCs can at least get knocked down.
Why It's Good For The Game
Short and sweet. A lot of these changes are just based on feedback I got as well as some tests I did with the weapons.
Changelog
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add: Adds in 5.56 silver to have Agg damage to Garou. 7.62, 12g slug, and .75 have received silver variant ammo as well.
balance: Rebalanced multiple bullets (.50 AE now exists, 5.45, 12g slug, 12g buck, 12g rubber) in rather small ways. Except .50 AE, larger rebalance. (70 -> 45)
balance: Rebalanced multiple melee weapons (shovel, scythe, chainsaw, baseball bat, fireaxe)
balance: Hard-buffs the .44 deagle by giving it ONE more round in its magazine...
fix: Fixed shotgun slug knockdown not rolling. Not sure why this fixed it but - it managed to.
/:cl: