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Sword shouldn't worse than the boot knife#852

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WazuraWasTaken wants to merge 4 commits intoProjectOmu:masterfrom
WazuraWasTaken:idkswordkindasucksballsidk
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Sword shouldn't worse than the boot knife#852
WazuraWasTaken wants to merge 4 commits intoProjectOmu:masterfrom
WazuraWasTaken:idkswordkindasucksballsidk

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@WazuraWasTaken
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@WazuraWasTaken WazuraWasTaken commented Apr 15, 2026

About the PR

Why / Balance

I don't know what happened to it after I took a break from ss14, just make not worse in every way compare to a combat knife

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Breaking changes

Changelog

tweak: Secsword is not a straight downgrade anymore!

@github-actions github-actions Bot added the S: Untriaged Has not been set a status; currently not labeled. label Apr 15, 2026
@github-actions github-actions Bot added Changes: No C# Purely YAML/non-C#. and removed S: Untriaged Has not been set a status; currently not labeled. size/XS labels Apr 15, 2026
@raincally
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Turn the sword on and Woah its better than the boot knife

@Dishwasher0 Dishwasher0 added A: Combat Area: Combat features, changes, balancing A: Security Area: Security department, including Detectives, HoS labels Apr 15, 2026
@Paskenduolis
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To explain what ahppened, rain decided to nerf it into the ground, but messed up the code and left the sword even worse than intended, at 8 slash when unpowered. I made a bounty to get the bdamage to the intended 12 slash, but I did not push for future changes. Anrd right now the combat knife atacks around twice as fast as the sword, so the sword is still worse even when powered. However, several people wanted this change because they disliked sec having a powerful sword, or how it gave veteran secoffs exclusive gear, which is why no further changes have been done to the sword

@raincally
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To explain what ahppened, rain decided to nerf it into the ground, but messed up the code and left the sword even worse than intended, at 8 slash when unpowered. I made a bounty to get the bdamage to the intended 12 slash, but I did not push for future changes. Anrd right now the combat knife atacks around twice as fast as the sword, so the sword is still worse even when powered. However, several people wanted this change because they disliked sec having a powerful sword, or how it gave veteran secoffs exclusive gear, which is why no further changes have been done to the sword

I intentionally made it 8 and some other guy goobered their requested changes while trying to make it 12 so it just Stayed at 8

again like Just turn the sword on, a roundstart stun baton alternative shouldnt be comparing to the justice

@Paskenduolis
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A baton replacement that takes up precious belt inventory space, that deals less stun damage than both baton and judo, should have better dps than a 1x2 item that can be stored anywhere, is easilly obtainable. And the hos justice atacks at the same speed as a combat knife, Meaning if properly timed it can have a dps of 36 compared to the gorgnards current 18 and previous 20, while also having more modes and better stun rates. Overall the grognrard can't fill its niche as a baton alternative with lethals if its simply more efficent to take a baton and a combat knife, both for inventory space, damage, and stun time.

@raincally
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A baton replacement that takes up precious belt inventory space, that deals less stun damage than both baton and judo, should have better dps than a 1x2 item that can be stored anywhere, is easilly obtainable. And the hos justice atacks at the same speed as a combat knife, Meaning if properly timed it can have a dps of 36 compared to the gorgnards current 18 and previous 20, while also having more modes and better stun rates. Overall the grognrard can't fill its niche as a baton alternative with lethals if its simply more efficent to take a baton and a combat knife, both for inventory space, damage, and stun time.

what can i say bro playtime rewards shouldnt be very good
if yall want to make it arsenal research Maybe we can make it better

@Paskenduolis
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playtime rewards should be at least viable alongside the basic options that everyone has. Your logic of playtime rewards not being supposed to be good makes no sense. I can understand not wanting them to out shine other options, but you want it to be worse than its alternatives, or at least thats how it seems to me. This would be the same as giving veteran secoffs new armour, but then purposely making it worse than even the winter coat, just because "Its not supposed to be good".

@raincally
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playtime rewards should be at least viable alongside the basic options that everyone has. Your logic of playtime rewards not being supposed to be good makes no sense. I can understand not wanting them to out shine other options, but you want it to be worse than its alternatives, or at least thats how it seems to me. This would be the same as giving veteran secoffs new armour, but then purposely making it worse than even the winter coat, just because "Its not supposed to be good".

Its viable just not hos gear 😴

@Paskenduolis
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Paskenduolis commented Apr 15, 2026

its strictly worse than the other choices for the secoff, as I explained previously, and if it wasn't a sword, no one would use it.

@Dot5511
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Dot5511 commented Apr 15, 2026

Its viable just not hos gear 😴

Is it? You lose out on a lot of slots in a profession that's hungry for items for something that you could obtain in a better way just by having either a judo belt or normal secbelt.
Forget an option, it's a great downgrade.

@Dishwasher0
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Is it? You lose out on a lot of slots in a profession that's hungry for items for something that you could obtain in a better way just by having either a judo belt or normal secbelt. Forget an option, it's a great downgrade.

you can just NOT use it and stick to belt/carrier or judo
no one is forcing you to use the sword

@Paskenduolis
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The intent behind the pr is to make the sword as viable as the other options, which is why we are talking about it.

@Dot5511
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Dot5511 commented Apr 15, 2026

you can just NOT use it and stick to belt/carrier or judo no one is forcing you to use the sword

Exactly! Which is why it doesn't function as a viable option, just as an option. I'm hoping the change can make them the former.

Comment thread Resources/Prototypes/_Omu/Entities/Objects/Weapons/Melee/Stunsword.yml Outdated
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@NotActuallyMarty NotActuallyMarty left a comment

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ngl all of this is balance larp. equaling to combat knife is fine because the sword is bulky to carry around in comparison to a knife, and a mild boost in damage from powering it, sure, whatever.

Readjust stun behaviour though. This thing has no wideswing maluses (unlike some other weapons like cap sword), it is self-recharging, and has enough power to stun 3 people in no time whatsoever at 1.5 attack speed, and is not even restricted by judo, and can be used IN COMBINATION with a stun baton, and or disabler, but don't tell anyone that.

This results in you roughly being able to stun 6 different people if you play it properly, in the time it would take a captain to swing down two. Granted this is multiple pieces of equipment.

Not a realistic example i doubt anyone is going that hard, but regardless stun at 1.5 remains extraordinarily strong in comparison to any other options available to a regular secoff.

tldr; if you want to better the killing capability, nerf the stun somewhat.

Co-authored-by: NotActuallyMarty <27968892+NotActuallyMarty@users.noreply.github.com>
So I assume making this like really weak in wideswing is what you mean? So you gotta click on em do anything.
@github-actions github-actions Bot added the S: Needs Review Needs review by a maintainer. label Apr 24, 2026
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7 participants