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@nmajask
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@nmajask nmajask commented Nov 6, 2021

Document the changes in your pull request

Reworks stun batons to focus more on stamina damage over the paralysis and makes it effected by energy armor. With these changes batons are a two hit for a knockdown on someone with no armor, though if you hit a disabler shot before, it will instantly stun. Note this is assuming they have no armor, which effects baton stuns at two times the normal amount (so 50 energy armor prevents all of the stamina damage). Also, batons do 70 stamina damage, prods do 45 and the delay for the paralysis is removed (though I may re-add that later).

Wiki Documentation

None needed if the way batons work aren't mentioned.

Changelog

🆑
tweak: reworks stun batons to focus more on stamina damage over the paralysis
tweak: stun batons are now effected by energy armor
/:cl:

@Yogbot-13 Yogbot-13 added the Tweak This PR contains changes to the game. label Nov 6, 2021
@SomeguyManperson
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Shotgun meta

@TheLinuxOS
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TheLinuxOS commented Nov 6, 2021

not only does this change affect security it also completely screws over antags as it makes it much more difficult for them to fight security and gives more time for a crew member to walk up and stop them

@nmajask
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nmajask commented Nov 6, 2021

not only does this change affect security it also completely screws over antags as it makes it much more difficult for them to fight security and gives more time for a crew member to walk up and stop them

The main way this affects sec is that it requires them to tag their target with a disabler twice before/after hitting someone or just hit them again because they are still slowed down from the 70 stamina damage they are taking. If they have notable energy armor, they should consider getting lethals or using the other security weapons. As for antags, if they got their baton from an officer they probably also have a disabler, so they can do the above. If they don't have a disabler they can still just hit them again, and if their opponent has energy armor they should either run away, use a lethal weapon like an axe or a knife, use a bomb, or use traitor gear if they have any. The only antag I can see having an issue is slings as prods were nerfed, but it's still a two hit on an unarmed target. As for crew members stepping in, if they have no reason to attack you that's an admin issue and if they do you should have picked your fights better or gotten a weapon like an axe or a knife for the wounds.

@SomeguyManperson
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suggest using apply_damage or another damage proc that calculates armor internally to avoid the effective damage reduction from limbs when using adjust procs

@Cartlord
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Cartlord commented Nov 7, 2021

definite ided

Now uses the dedicated procs
This is what theos wanted, so I hope it works
@nmajask
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nmajask commented Nov 7, 2021

suggest using apply_damage or another damage proc that calculates armor internally to avoid the effective damage reduction from limbs when using adjust procs

done

@maxion12345
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maxion12345 commented Nov 7, 2021

delay for paralysis removed

we're taking steps back here people

@nmajask
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nmajask commented Nov 7, 2021

we're taking steps back here people

I can re-add the delay if people want it.

@N3D6
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N3D6 commented Nov 10, 2021

Can we stop with these fucking hugbox ass nerfs

@nmajask
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nmajask commented Nov 11, 2021

Can we stop with these fucking hugbox ass nerfs

Could you please give any other criticism apart from "hugbox lmao" so I can improve the PR. The point of the PR is not to make it so people don't get killed, its to make it so one of the strongest melee weapons in the game less of a necessity for sec and antags and allow for other weapons to be somewhat useful in combat.

@Hopekz
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Hopekz commented Nov 15, 2021

Good PR that is leading us in a better game direction vs what we currently have.
Ignore the haters most of them don't even know what this PR does besides seeing it as "sec nerf" or "sec buff"

@adamsong adamsong added the Awaiting - Action - Maintainer This PR is awaiting an action from a maintainer label Nov 29, 2021
It works around the same as how current stun arms work, they just now worry about armor and anti-stun stuff.
Yogbot-13 added a commit that referenced this pull request Dec 11, 2021
@LazennG
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LazennG commented Dec 12, 2021

good pr, helps make people-antag and sec- rely on other things besides batong more

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@KittyNoodle
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Sec players when they cannot 1v1 a traitor anymore

@adamsong adamsong added Awaiting - Action - HD Awaiting action from Jamie and removed Awaiting - Action - Maintainer This PR is awaiting an action from a maintainer labels Dec 21, 2021
Yogbot-13 added a commit that referenced this pull request Dec 21, 2021
@BobTheButton
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The stamina damage from the first hit will be enough to slow unarmored people down to hit them again easy, it doesnt effect the balancing that much because most antags use stun batons too! This might finally end the stun meta and promote actual fighting instead of clicking someone with a baton once.

@BobTheButton
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I dont think abductor batons should be effected by this.

@Sniblet
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Sniblet commented Dec 24, 2021

This isn't necessarily a two-hit, because batons and prods have a short recharge time between zaps before they can zap again, and also energy armor makes a very conspicuous difference
This means that a lot of the time, in a fight between an eldritch sword and a stunbaton, the sword wins

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@SomeguyManperson SomeguyManperson merged commit f30b8ba into yogstation13:master Jan 16, 2022
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