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A followup PR to the previous melee rebalancing, taking in feedback from multiple sources.
There were some unintended changes bundled with the previous melee changes that didn't flow well together. I'm documenting everything here but would like to preface this by saying that, while a number of folks have had issues with the changes, there's been a surprisingly quiet amount of people who have just come forward and said that they've liked a number of the changes.
Instead of just being satisfied with this, I would like to appease the folks who have had difficulties adjusting to the melee changes by improving the experience on a number of weapons and strange outlier cases that have cropped up.
Below is the changelog any item not listed was either only changed by the Default Wide Swing change or had no change at all:
Default Wide Swing
Angle 45 -> 60
Stamina Cost 10 -> 2.5
MaxTargets 1 -> 3
-I wasn't aware that the max targets and angle was being dropped when I made my initial changes, the stamina cost was a bit too high(was originally supposed to be 5 at one point). 2.5 should be rarely felt and does more to halt stamina regen than directly impact the stamina pool. Any weapon denoted below with a ^ symbol is buffed by this change.
ElectricGuitar
heavyStaminaCost 10 -> 7.5
BassGuitar
heavyStaminaCost 10 -> 7.5
RockGuitar
heavyStaminaCost 15 -> 10
Banjo
heavyStaminaCost 10 -> 7.5
-All of the guitars have received less of a stamina cost, excluding the acoustic which is fine at 10.
RubberDuck
range 1.3 -> 1.5
heavyStaminaCost 5 -> default
Fear the duck.
BrokenBottle
attackRate 1.5 -> 1.4
range 1.3 -> 1.4
-Normalizing the range to feel less ass, but pulling back the attack rate a smidge as a result.
FireExtinguisher
heavyStaminaCost 10 -> 7.5
maxTargets 8 -> 6
HolyBible
maxTargets 3 -> 4
MiniHoe
heavyStaminaCost 5 -> default
PlantClippers
heavyStaminaCost 5 -> default
Hatchet ^
range 1.25 -> 1.4
Mops
heavyStaminaCost 10 -> 7.5
-Mopfu is real.
Drill
range 1.3 -> 1.4
Scalpel
range 1.25 -> 1.4
CircularSaw + AdvancedCircularSaw
attackRate 1.25 -> 1.15
range 1.4 -> 1.5
heavyStaminaCost 15 -> 10
-The heavy attack for these weapons is a 360 spin, try it out.
SecLight
BluntStamina 1.5 -> 2
heavyStaminaCost 5 -> default
-This now does about 14 stamina damage on hit, for when you really need to harm baton.
GasTanks
heavyStaminaCost 15 -> 10
maxTargets 1 -> 3
angle 140 -> 100
-Been told this is a strong weapon, but a bit odd and unreliable. This should be easier to use but still keep it's flavor.
JawsOfLife
attackRate 0.75 -> 0.85
range 1.75 -> 1.65
heavyStaminaCost 10 -> 5
Toolboxes ^
heavyStaminaCost 10 -> 7.5
BaseTools
heavyStaminaCost 5 -> default
RollingPin
heavyStaminaCost 5 -> default
maxTargets 1 -> 2
BaseballBat
heavyStaminaCost 15 -> 10
RitualDagger
range 1.4 -> 1.5
EldritchBlade
range 1.75 -> 1.65
heavyStaminaCost 10 -> 7.5
UnholyHalberd
attackrate 0.75 -> 0.85
heavyStaminaCost 10 -> 7.5
HomeRunBat
heavyStaminaCost 25 -> 15
maxTargets 2 -> Default
Knife
range 1.4 -> 1.5
heavyStaminaCost 5 -> default
-This change parents over to majority of knives including the cleaver.
Shiv
range 0.75 -> 1.4
-Whoops!
Crusher ^
attackRate 0.75 -> 0.85
range 1.75 -> 1.65
heavyStaminaCost 10 -> 7.5
CrusherDagger
heavyStaminaCost 5 -> default
Pickaxe
attackRate 0.75 -> 0.85
range 1.75 -> 1.5
heavyStaminaCost 5 -> default
maxTargets 2 -> 5
angle 60 -> 80
Drill
attackRate 0.5 -> 1.2
range 1.4 -> 1.5
Blunt 9 -> 6
heavyStaminaCost 10 -> default
maxTargets (default)
-I really despise the current balance of mining/salvage, the gameplay loops require you to destroy fifty rocks to get two plasma and a bar of gold. Your tools are now fixed.
Sledgehammer
attackRate 0.75 -> 0.8
heavyStaminaCost 15 -> 7.5
-This can hit 10 people btw.
Spears
-No changes here, just a remark that they are pretty strong and a good option yet again.
Stunprod
attackRate 0.8 -> 1
range 1.4 -> 1.5
heavyStaminaCost 5 -> default
maxtargets (default)
angle (default
-So when not powered this thing does 15 stam damage when you smack someone with it, so if it runs out of power you can still smack the person a bit to stun them, but here, it's been buffed a bit more.
Katana
heavyRange 3 -> 2.75
heavyStaminaCost 10 -> 15
-The heavy attack of the Katana is comically overpowered, it has an absurd range. This is still really funny and cool but a little more balanced.
Machete ^
heavyStaminaCost 10 -> 7.5
Claymore
heavyStaminaCost 20 -> 15
Cutlass
heavyStaminaCost 10 -> 7.5
StunBaton
bluntStamina 2.0 -> 2.5
heavyStaminaCost 5 -> 1
maxTargets (default)
angle (default)
-Wow, from all the reports I got about this I thought I messed up on the balance of the stun baton, but honestly it was just a case of security players actually just sucking, lmao, this one is a full problème de compétence but whatever, I'm changing the stamina cost to 1, which shouldn't drop you at all, but will prevent your stamina from recovering if you just spam your wide swing. I've also further buffed the harm baton functionality.
Truncheon
heavyStaminaCost 10 -> 7.5
.
And that's it.
Realistically this is just an overall adjustment of stamina costs to be a bit less punishing but this is all fairly redundant, a number of the 'issues' were spawned by default melee values not being updated properly to some codebases and people just spamming their power attack because that's how its been for a few months.
This should be considerably better but please left click a little instead of flailing around.
🆑 ODJ