Skip to content
This repository was archived by the owner on May 22, 2025. It is now read-only.

Conversation

@Mqiib
Copy link
Contributor

@Mqiib Mqiib commented Feb 23, 2022

Document the changes in your pull request

Right so 75% block chance is really good and all but cqc has stun baton hands so 99% of the time you're better off just not using it at all and just grabbing them because inevitably if you rely on the block you get dunked. Now you'll only get dunked anyways like 1% of the time instead of way more often than is fun. This doesn't necessarily make the offensive power of cqc better, but makes its defensive power more consistent (see sleeping carp having 100% chance to deflect projectiles, and lizard martial art always giving you the defensive bonuses). As of 3/19 it now also costs 10 stamina to block/counter an attack.

My reasoning: CQC is literally THE "kick your ass in melee but useless otherwise" martial art. It's a modern, well-designed martial art created by an advanced space-faring society. It stands to reason that someone with CQC would be very well trained in dealing with and neutralizing melee threats, especially (moderately-trained) people with stun batons or swords. Someone who is PREPARED for your attacks and ready to counter with training should easily stop you. It also will make CQC users feel WAY more badass when in melee.

Anyways I might later specifically add block piercing for other martial arts, dependent on the martial art or something, with actual proper block cooldowns also dependent on the martial art, assuming we get new martial arts with block chance other than cqc. Right now the only one that has something like this is the lizard martial art which has unblockable disarms.

Wiki Documentation

Adjust block chance to 90% on wiki, maybe mention how the counter is a very strong defensive option mid-combat.

Changelog

🆑
tweak: CQC active block increased up to 90% (from 75%)
tweak: CQC active block costs 10 stamina each time it is successful
/:cl:

@Cartlord
Copy link
Contributor

At that point, why not just make blocking guaranteed?

@KillerOrcaCora
Copy link
Contributor

I agree with cartlord, If it's not gonna have guaranteed aggressive grabs would make it better and more defining if it had 100% blocks, which would make it a lot more satisfying to use and be the other side of the grand sector shoot this guy and baton this guy.

@LazennG
Copy link
Contributor

LazennG commented Feb 24, 2022

Right now the only one that has something like this is the lizard martial art which has unblockable disarms.

cqc counters go through blocking things like shields

@Mqiib
Copy link
Contributor Author

Mqiib commented Feb 24, 2022

I agree with cartlord, If it's not gonna have guaranteed aggressive grabs would make it better and more defining if it had 100% blocks, which would make it a lot more satisfying to use and be the other side of the grand sector shoot this guy and baton this guy.

Problem with this is if you have 100% block chance you can have a swarm of people beating on you and as long as you have throw mode on, NONE of them can hit you. Straight 100% block chance is really really powerful, but with 90% you can still be feasibly taken down by a large group of people with weapons. In 1-on-1 confrontations it is more or less guaranteed though.

Right now the only one that has something like this is the lizard martial art which has unblockable disarms.
cqc counters go through blocking things like shields

The counter requires that they swing at you, I would hardly consider it an attack that ignores shields since you're not the one attacking initially.

Copy link
Contributor

@adamsong adamsong left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Code looks fine, HD will need to review for balance

@adamsong adamsong added the Awaiting - Action - HD Awaiting action from Jamie label Feb 26, 2022
@Marmio64
Copy link
Contributor

I agree with cartlord, If it's not gonna have guaranteed aggressive grabs would make it better and more defining if it had 100% blocks, which would make it a lot more satisfying to use and be the other side of the grand sector shoot this guy and baton this guy.

Problem with this is if you have 100% block chance you can have a swarm of people beating on you and as long as you have throw mode on, NONE of them can hit you. Straight 100% block chance is really really powerful, but with 90% you can still be feasibly taken down by a large group of people with weapons. In 1-on-1 confrontations it is more or less guaranteed though.

Right now the only one that has something like this is the lizard martial art which has unblockable disarms.
cqc counters go through blocking things like shields

The counter requires that they swing at you, I would hardly consider it an attack that ignores shields since you're not the one attacking initially.

could make it deal stamina damage to you when you block a hit since it tires you out or something, so that you have no RNG, guaranteed blocks, that will eventually run out when used too much in a short period.

@Cartlord
Copy link
Contributor

Cartlord commented Mar 1, 2022

Is it possible to add a cooldown to blocks so that it's not feasible to block attacks from multiple at a time?

@KillerOrcaCora
Copy link
Contributor

2 good suggestions for 100% blocks not exactly sure how they lay off the coding difficulty scale though.

@Mqiib
Copy link
Contributor Author

Mqiib commented Mar 6, 2022

2 good suggestions for 100% blocks not exactly sure how they lay off the coding difficulty scale though.

The way it handles blocking is fucky as hell, I wasn't able to quite suss out how it worked but I was able to get a functioning cooldown on the counter itself working. Issue was, attacks were still blocked while it was on cooldown and, as I said, I couldn't figure out where exactly to change stuff to fix that.

I do like the idea of stamina costs for blocking, might try that.

@JamieD1
Copy link
Contributor

JamieD1 commented Mar 7, 2022

I agree with cartlord, If it's not gonna have guaranteed aggressive grabs would make it better and more defining if it had 100% blocks, which would make it a lot more satisfying to use and be the other side of the grand sector shoot this guy and baton this guy.

Problem with this is if you have 100% block chance you can have a swarm of people beating on you and as long as you have throw mode on, NONE of them can hit you. Straight 100% block chance is really really powerful, but with 90% you can still be feasibly taken down by a large group of people with weapons. In 1-on-1 confrontations it is more or less guaranteed though.

Right now the only one that has something like this is the lizard martial art which has unblockable disarms.
cqc counters go through blocking things like shields

The counter requires that they swing at you, I would hardly consider it an attack that ignores shields since you're not the one attacking initially.

I disagree, you are changing a 1 in 4 chance to a 1 in 10. Thats a huge difference.

@adamsong
Copy link
Contributor

I like the stamina damage idea, or, would it be possible to disable throw mode when an attack is blocked?

@Mqiib
Copy link
Contributor Author

Mqiib commented Mar 20, 2022

@JamieD1 it now costs stamina to do a block attack, effectively meaning that it'll pause your stamina regen for another 10 seconds in the middle of a fight and if you continue to you'll hit slowdown after a few hits. Really only will apply in 1 v X situations. Does this appease you, O' coder lord?

@JamieD1
Copy link
Contributor

JamieD1 commented Mar 27, 2022

@JamieD1 it now costs stamina to do a block attack, effectively meaning that it'll pause your stamina regen for another 10 seconds in the middle of a fight and if you continue to you'll hit slowdown after a few hits. Really only will apply in 1 v X situations. Does this appease you, O' coder lord?

Enough for a testmerge :)

Yogbot-13 added a commit that referenced this pull request Mar 27, 2022
Yogbot-13 added a commit that referenced this pull request Mar 28, 2022
Yogbot-13 added a commit that referenced this pull request Mar 28, 2022
@ToasterBiome ToasterBiome added the TESTMERGED This PR is currently live in a test merge. label Mar 28, 2022
Yogbot-13 added a commit that referenced this pull request Mar 29, 2022
Yogbot-13 added a commit that referenced this pull request Mar 29, 2022
Yogbot-13 added a commit that referenced this pull request Mar 29, 2022
Yogbot-13 added a commit that referenced this pull request Mar 29, 2022
Yogbot-13 added a commit that referenced this pull request Mar 29, 2022
Yogbot-13 added a commit that referenced this pull request Mar 30, 2022
Yogbot-13 added a commit that referenced this pull request Mar 30, 2022
Yogbot-13 added a commit that referenced this pull request Apr 2, 2022
Yogbot-13 added a commit that referenced this pull request Apr 2, 2022
Yogbot-13 added a commit that referenced this pull request Apr 3, 2022
@JamieD1
Copy link
Contributor

JamieD1 commented Apr 3, 2022

Can you update your changelog

Yogbot-13 added a commit that referenced this pull request Apr 3, 2022
Yogbot-13 added a commit that referenced this pull request Apr 3, 2022
@Mqiib
Copy link
Contributor Author

Mqiib commented Apr 5, 2022

Can you update your changelog

Changelog is currently accurate

Yogbot-13 added a commit that referenced this pull request Apr 5, 2022
Yogbot-13 added a commit that referenced this pull request Apr 5, 2022
Yogbot-13 added a commit that referenced this pull request Apr 5, 2022
Yogbot-13 added a commit that referenced this pull request Apr 6, 2022
Yogbot-13 added a commit that referenced this pull request Apr 7, 2022
Yogbot-13 added a commit that referenced this pull request Apr 7, 2022
Yogbot-13 added a commit that referenced this pull request Apr 9, 2022
Yogbot-13 added a commit that referenced this pull request Apr 10, 2022
@JamieD1 JamieD1 merged commit 2e48286 into yogstation13:master Apr 10, 2022
@Yogbot-13 Yogbot-13 added the Tweak This PR contains changes to the game. label Apr 10, 2022
Yogbot-13 added a commit that referenced this pull request Apr 10, 2022
Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.

Labels

Awaiting - Action - HD Awaiting action from Jamie TESTMERGED This PR is currently live in a test merge. Tweak This PR contains changes to the game.

Projects

None yet

Development

Successfully merging this pull request may close these issues.

9 participants