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Buster arm patch 3: the unscammening #18138
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ooooo |
ynot01
previously requested changes
Feb 28, 2023
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ynot01
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cool changelog
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mid PR |
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your mother |
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The best defense once again prove to be offense |
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if only we had keybindable action buttons... |
cuackles
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Mar 2, 2023
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icon do be looking good, visual effect also good
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i am happy that the resistance status is very telling, not enough clear visual tells these days |
ynot01
previously requested changes
Mar 3, 2023
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Labels
Balance Council Approved
This PR was approved by the Balance Council.
Feature
This adds new content to the game
Fix
This fixes an issue. Please link issues in fix PRs
Sprites
This PR has spriting changes
Tweak
This PR contains changes to the game.
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Document the changes in your pull request
Watching buster arm and getting feedback showed me where the buster arm consistently falls flat on its face and also where it should be changed, along with fixing a few bugs i missed.
Bugfixes:
-Wire snatch no longer blows you the fuck up on hitting a fuel tank
-left arm and hand sprite recentered so they no longer poke out of clothes more than they should
-fixed a bug allowing grapple and megabuster to affect people in front of the user regardless of the attack landing its first hit
-animations made to break much much less
Other changes:
-new afterimage effect for new status effect
-buster arm's description in uplink now mentions how conspicuous the arm is and how gloves can't be worn
-buster arm's hp lowered to 50 and flat resistances to burn and brute have been removed so disabling it in a fight with attacks and emps becomes an available option
New status effect called double down:
When the user doesn't have the element of surprise or is fighting someone who noticed the arm then the fight is very much disadvantaged against the user, especially due to the noisy nature of the moves that will often attract attention. To help remedy this, a new status effect is introduced to the arm's moveset. On hitting a valid target for any of the moves, like a vending machine or person for grapple, a mob for mop the floor, or something solid for wire snatch, the user will get the buff reducing incoming damage by 65% for 2 seconds along for letting them ignore damage slowdown that can be extended should the user keep hitting valid targets, encouraging them to be aggressive.
The 65% may be cause for awooga and similar reactions but testing with multiple people showed that it was an appropriate number considering how during fights users usually take at least 2 disabler shots just approaching people who notice them and that this damage reduction still lets the arm have function in the common case of multiple hostiles in the room. Additionally, The slowdown ignoring is still counterable by bolas along with the entire moveset being disabled for like 13 seconds with an emp and even longer if the arm gets fucked up enough.
Spriting
Wiki Documentation
Probably something about how landing moves will momentarily grant the user a 65% boost to defenses when landing moves.
Changelog
🆑 @LazennG @thegoldencat413 @slicerv @solwashere @Burger1998 @DeadlyBag @milk-is-cool
rscadd: Added damage reducing status effect for buster arm and longer lasting afterimage effect
bugfix: fixed buster arm animations and wire snatch function
tweak: tweaked buster arm effectiveness and durability
imageadd: added new icon for new status
/:cl:
thanks to goldencat for the sprite & idea and everyone on the list for feedback and testing