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Nerfs claymores #14530
Nerfs claymores #14530
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uh makes this description less shit?
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Hey, slightly unrelated comment, but the Abandoned Chemistry ruin (on lavaland with the three pirates), has two melee pirates who are armed with Pirate Cutlasses (which are different from the pirate E-sword), and I wanted to mention that the Pirate Cutlasses are unable to be stored anywhere (too big for the bag, won't fit on armor/belt/backslots, similar to the Arrhythmic Knife), despite being weaker then a claymore, and having no other features. I noticed this a while ago and wasn't sure if it was a bug or not so I'm checking now. |
This PR was meant to target claymores but thank you for my next point of interest |
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Yeah, I thanked you for that, but thanks, I mentioned it a while ago to a Mentor (like 4 months ago or further back), and forgot about it, good to see it's getting fixed. |
_maps/RandomRuins/LavaRuins/lavaland_surface_legionbarracks.dmm
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Co-authored-by: Byemoh <baiomurang@gmail.com>
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Don’t nerf Excalibur all it needs is the walls surrounding the ruin to be made into awalls because it’s easily cheeseable. There is still an ash drake in there after all. |
This drake is specifically slower + jaunter lmao. There is zero reason to keep a 40 damage sword on lavaland even if you have to kill an ash drake. Shit's literally better than most antag gear. |
Look dude I will admit it’s not balanced. But it’s good for the game. If you omit it I promise on my heart I will make a mapping change to make the ruin force someone to have to fight the drake. Within 2 weeks. We have an Excalibur, a legendary weapon known only in fable. It’s good for our world building. I’m a balance guy, please trust me in me I want to what’s best for the server. |
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ignore previous comment |
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What about highlander, you are fucking that up with these changes. |
Shouldn't be adjusting highlander at all. The sword spawns in hand and can't be put away or otherwise stored. The damage and block chance of it are remaining the same. As far as I can tell, there are no changes being made to that item. |
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Would like to hold off on this being merged until I can get around to implementing it so claymores can't block bullets. Or I can just make a separate PR after the fact, I'd really prefer for some of this shit to get nerfed sooner rather than later. |
all good |
Nothing here should touch highlander swords since it uses a different type + highlander swords simply reflect all incoming projectiles so they won't care about blockchance |
Document the changes in your pull request
Claymores are now baseline bulky because they're huge-ass swords??
Also nerfs any claymore variants that can be found in ruins because their numbers were overtweaked for standards of miner loot.
Also also bone sword had its block chance looked at because as it turns out an easily-craftable 50 block chance normal-sized weapon is a bit absurd. As a little funky trade-off it's only huge (also so it can fit on certain exosuits).
Also also also claymores shouldn't be able to block projectiles anymore (I stole the code from captain's sabre)
Wiki Documentation
Claymores are now baseline bulky, can't block projectiles
Bone sword block chance to 30, item is also now huge
All ruin claymores have had a pass over their flavor text and deal 21 damage with 30 block chance, rather than the baseline 40/50 of normal claymores. Also new items now; Excalibur and Ancient Sword, as before.
Changelog
Edit the changelog below to reflect the changes made by this PR, even if the changes are minor - required for every PR.
If you add a name after the ':cl', that name will be used in the changelog. Leave it empty to use your GitHub name.
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tweak: Claymores are now baseline bulky, cannot block projectiles
tweak: Bone sword now huge, less block chance
tweak: All claymores in ruins are now unique items in code, have updated description, also damage/blockchance nerfed
/:cl: