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Reworks batons #12608
Reworks batons #12608
Conversation
Lots of changes
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Shotgun meta |
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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. |
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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 |
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definite ided |
Now uses the dedicated procs
This is what theos wanted, so I hope it works
done |
we're taking steps back here people |
I can re-add the delay if people want it. |
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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. |
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Good PR that is leading us in a better game direction vs what we currently have. |
It works around the same as how current stun arms work, they just now worry about armor and anti-stun stuff.
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good pr, helps make people-antag and sec- rely on other things besides batong more |
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Sec players when they cannot 1v1 a traitor anymore |
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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. |
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I dont think abductor batons should be effected by this. |
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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 |
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
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tweak: reworks stun batons to focus more on stamina damage over the paralysis
tweak: stun batons are now effected by energy armor
/:cl: