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Ravager and Hedgehog changes #3729
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This pull request has been mentioned on CM-SS13. Please provide feedback here: https://forum.cm-ss13.com/t/whats-with-all-the-xeno-overhauls-lately/2753/59 |
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Drop the shield from empower a bit more.
Otherwise, willing to TM.
Would rather test before reducing it further - might be better to continue lowering strength and raising max targets so it's less oppressive vs smaller groups but doesn't become too glass vs murderballs. |
If I haven't gotten to this by this coming Monday remind me. |
Got rid of the charge cd reduction (14 to 13), dunno why I added that in the first place since it made no sense, brainfart. |
bump. While im at it, can changes be made while it's Tmerged? Will they just be applieded next round? |
Knockback change was a bit excessive, reverted. Gave a little bit of stun back (1 to 1.3) and extended empower by half a second to further compensate the extra slash for charge reset. |
Raised the empower cd by 2. Think it's pretty much fine now unless new issues surface/feedback over the next few days or you wanna tweak things. |
I'm generally OK with these changes. We'll do tweaking as needed. |
Your Fix/Feature pull request is currently below zero (-5). Maintainers may close future Feature/Balance PRs. Fixing issues or helping to improve the codebase will raise this score. |
# About the pull request empower range increased to 4 # Explain why it's good for the game #3729 nerfed base rav too much, rav does not have great armor (only 25) which means it has to rely alot on shields gained for sustain. it also increased the max targets from 5 to 6 but didn't give any empower range, its very rare to actually be able to get the full 6 targets. # Testing Photographs and Procedure its a numbers change # Changelog :cl: balance: ravager empower range is now 4 tiles /:cl:
commit 4bcec77 Author: cm13-github <[email protected]> Date: Tue Mar 12 12:51:03 2024 +0000 Automatic changelog for PR cmss13-devs#5901 [ci skip] commit 1c2ad76 Author: Segrain <[email protected]> Date: Tue Mar 12 16:44:40 2024 +0400 Fixes for medals. (cmss13-devs#5901) # About the pull request By design, you cannot wear uniform/armour with somebody else's medal. Fine, but let it be checked upon trying to don the bemedalled object yourself, not upon simply picking it up from the ground. It is frustrating to constantly drop medals when trying to rearmour your patients after revival/surgery. (Ceterum censeo, letting doctors call themselves surgeons adds nothing but an excuse to shirk pharmacy duties and to pretend to have priority for deployment. But a bug is a bug.) # Explain why it's good for the game Is fixes. # Changelog 🆑 fix: Picking up clothes/armour with somebody else's medal attached no longer makes the medal fall off (trying to wear them still does). fix: Doctors calling themselves surgeons now properly get playtime medals. fix: Playtime medals now use assignments instead of backend paygrade codes (e.g. "Awarded to Squad Leader John Doe" instead of "Awarded to ME5 John Doe"). /🆑 commit 4822bbd Author: Changelogs <[email protected]> Date: Tue Mar 12 01:07:18 2024 +0000 Automatic changelog compile [ci skip] commit c7abb8d Author: cm13-github <[email protected]> Date: Tue Mar 12 00:55:46 2024 +0000 Automatic changelog for PR cmss13-devs#5510 [ci skip] commit 02350b6 Author: forest2001 <[email protected]> Date: Tue Mar 12 00:48:53 2024 +0000 Project ARES: Ticket Notifications (cmss13-devs#5510) # About the pull request Adds audio notifications for certain ticket interactions, played from APOLLO consoles and WJ PDAs. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog 🆑 soundadd: Added pda_ping.ogg, sourced from Paradise SS13 mailapproved.ogg add: Added notification sounds from certain APOLLO ticket interactions. add: People making an access ticket request are now notified of the status changes. /🆑 --------- Co-authored-by: Drathek <[email protected]> commit 135e111 Author: cm13-github <[email protected]> Date: Mon Mar 11 20:44:50 2024 +0000 Automatic changelog for PR cmss13-devs#5902 [ci skip] commit 80a989c Author: Staykeu <[email protected]> Date: Mon Mar 11 16:38:18 2024 -0400 Drop Pouch Buff (cmss13-devs#5902) # About the pull request The intention behind this PR is to see the drop pouch used more often as a middle ground between the magazine webbing and large webbing. Adds two more small item spaces (one medium item space). The drop pouch carries either two large items (unchanged), four medium sized items, or eight small items. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game The drop pouch is rarely ever used, mostly by smartgunners who need a few extra drums. This should change that. It brings the drop pouch up from a niche "(worse) large pouch but for your webbing slot" to a middler between the magazine webbing and large webbing, mag webbing is still better for packing mags, like it always has been, and large webbing is still better for packing medium sized items, which are most of the items a marine would be packing. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog 🆑 Stakeyng balance: Drop pouch has more space (2 large (unchanged), 4 medium, 8 small) /🆑 --------- Co-authored-by: private-tristan <[email protected]> commit f2e1761 Author: cm13-github <[email protected]> Date: Mon Mar 11 20:30:59 2024 +0000 Automatic changelog for PR cmss13-devs#5904 [ci skip] commit f85a7bf Author: Katskan <[email protected]> Date: Mon Mar 11 16:15:37 2024 -0400 Adjust Medical Skill Duration Multiplier (cmss13-devs#5904) # About the pull request Adjusts medical skill level to be more incremental and based on proficiency and familiarity with the tools, as such Medical 4 doesn't get speed bonus out of nowhere, being preceded by Medical 3 giving a lower bonus and then Medical 4 getting a larger bonus. Also reduces the raw bonus of Medical 4 so that you no longer have the issue with defibrillators shocking before they're done charging. # Explain why it's good for the game Makes medical skill make some more sense in how it progresses, also gives a little bump to the majority of higher medical roles which have Medical 3. Because it doesn't touch Medical 2, shouldn't impact front line dynamics much if at all. # Testing Photographs and Procedure Ran on local machine for testing. # Changelog Spoke with Drathek King Of Balance prior to posting PR 🆑 balance: Medical Skill 4 reduced speed buff from -75% duration to -50% duration balance: Medical Skill 3 increased speed buff from -0% duration to -25% duration /🆑 commit 3ff60e3 Author: cm13-github <[email protected]> Date: Mon Mar 11 20:22:44 2024 +0000 Automatic changelog for PR cmss13-devs#5917 [ci skip] commit e6aeb40 Author: ihatethisengine <[email protected]> Date: Mon Mar 11 23:15:19 2024 +0300 Dropship doors can now always be broken by queen (cmss13-devs#5917) # About the pull request This PR is a follow up to cmss13-devs#5808 removing a locked check to break the doors. # Explain why it's good for the game Now regardless of currently locked or open, the queen can break the doors to prevent further door spamming. <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog 🆑 ihatethisengine2 fix: Dropship door prying can now always be performed by queen even if open or not locked /🆑 --------- Co-authored-by: Drathek <[email protected]> commit 19e7779 Author: cm13-github <[email protected]> Date: Mon Mar 11 17:27:24 2024 +0000 Automatic changelog for PR cmss13-devs#5900 [ci skip] commit 87ea79f Author: Segrain <[email protected]> Date: Mon Mar 11 21:20:41 2024 +0400 Spare medical/engineering radios. (cmss13-devs#5900) # About the pull request May the medical survivors rejoice. # Explain why it's good for the game Ever since somebody decided that half the shipside roles should be spawning without headsets at all, there is no way for a doctor/researcher that survives and gets to Almayer to actually get a functional radio. Time to fix that. (Also removed a thing that should have been gone long ago. You know who you are and what have you done.) # Changelog 🆑 add: Requisitions' vendor now has medical radio keys in stock. add: CE and CMO can now get spare departmental headsets from their vendors to recruit survivors without having to go to Requisitions. /🆑 --------- Co-authored-by: Zonespace <[email protected]> commit 268eb4b Author: cm13-github <[email protected]> Date: Mon Mar 11 11:59:17 2024 +0000 Automatic changelog for PR cmss13-devs#5898 [ci skip] commit d3e5812 Author: Segrain <[email protected]> Date: Mon Mar 11 15:54:04 2024 +0400 Fix for empty lists of frequencies. (cmss13-devs#5898) # About the pull request Followup to cmss13-devs#5833. First I thought that I had simply fumbled back then by fixing things enough that breaking them actually works now and fixing it is simply a matter of making the list empty itself instead of replacing itself with a null so that trying to `|=` to it no longer would runtime. And then I discovered that somebody once had decided that the syntax to declare comms machines as universal shall be by giving them empty frequency lists. Please never do that. It is a pain to track which cases are intended to be empty because they are meant to be universal and which are intended to be empty because they will be filled via some procedure. I _think_ that I sorted them correctly, but if something will break again, more fixing will need doing. # Explain why it's good for the game Is fix. # Changelog 🆑 fix: Wiping frequencies off radiotowers no longer breaks them forever. /🆑 commit 111f650 Author: cm13-github <[email protected]> Date: Mon Mar 11 11:30:45 2024 +0000 Automatic changelog for PR cmss13-devs#5911 [ci skip] commit ae6a2e8 Author: Drathek <[email protected]> Date: Mon Mar 11 04:23:57 2024 -0700 Fix chestrig expecting map skins (cmss13-devs#5911) # About the pull request This PR is a follow up to cmss13-devs#5620 setting the setting required to indicate it doesn't have map specific skins (e.g. Shiva) # Explain why it's good for the game Fixes cmss13-devs#5910 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![rig](https://github.com/cmss13-devs/cmss13/assets/76988376/412f41c3-338c-414e-a218-434ac4917ade) </details> # Changelog 🆑 Drathek fix: Fix chestrig not displaying on maps with different skins (e.g. Shivas) /🆑 commit 24a1538 Author: Changelogs <[email protected]> Date: Mon Mar 11 01:07:59 2024 +0000 Automatic changelog compile [ci skip] commit 19d20a8 Author: cm13-github <[email protected]> Date: Sun Mar 10 16:56:46 2024 +0000 Automatic changelog for PR cmss13-devs#5897 [ci skip] commit 4c17176 Author: Segrain <[email protected]> Date: Sun Mar 10 20:50:36 2024 +0400 Fix for answering marked tickets. (cmss13-devs#5897) # About the pull request Followup to cmss13-devs#5872. Should have searched through all the files instead of only one to begin withal. # Explain why it's good for the game Is fix. # Changelog 🆑 admin: Actually fixed the last case of being warned against interacting with ticket already marked by you. /🆑 commit 499d157 Author: Changelogs <[email protected]> Date: Sat Mar 9 01:04:24 2024 +0000 Automatic changelog compile [ci skip] commit 43b5afb Author: cm13-github <[email protected]> Date: Fri Mar 8 22:34:06 2024 +0000 Automatic changelog for PR cmss13-devs#5890 [ci skip] commit 4b6139c Author: iloveloopers <[email protected]> Date: Fri Mar 8 18:27:28 2024 -0400 buffs ravager empower (cmss13-devs#5890) # About the pull request empower range increased to 4 # Explain why it's good for the game cmss13-devs#3729 nerfed base rav too much, rav does not have great armor (only 25) which means it has to rely alot on shields gained for sustain. it also increased the max targets from 5 to 6 but didn't give any empower range, its very rare to actually be able to get the full 6 targets. # Testing Photographs and Procedure its a numbers change # Changelog 🆑 balance: ravager empower range is now 4 tiles /🆑 commit 6b731c7 Author: cm13-github <[email protected]> Date: Fri Mar 8 15:20:22 2024 +0000 Automatic changelog for PR cmss13-devs#5892 [ci skip] commit 78fe2df Author: Drathek <[email protected]> Date: Fri Mar 8 07:13:40 2024 -0800 Fix LateInitialize not occurring for poddoors for relativewall_neighbours (cmss13-devs#5892) # About the pull request This PR is a followup to cmss13-devs#5821 where I forgot to check if LateInitialize was occurring since it requires a hint to do so. Previously they would call the proc after a timer, but it made more sense to do so in LateInitialize. However, I am not able to find anywhere this even visually has any effect so I'm not sure its necessary for the doors to be calling `relativewall_neighbours`. # Explain why it's good for the game Fixes dead code. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog 🆑 Drathek fix: Fix pod doors no longer updating adjacent tiles /🆑
About the pull request
Nerfing base ravager by trimming the excess power without changing how the kit plays at its core. Buffing hedge rav and slightly fleshing out the management of shards unique to the strain.
Explain why it's good for the game
Balance good.
Base rav changes pretty straightforward - maintaining current empower combo, but nerfing excess shield and stun. +1 slash per cd reset to force rav to stay longer to pull it off - should have significantly less leeway against large groups and be easier to punish.
Empower cd buff to compensate for second empower cast nerf, since the cooldown for empower starts counting on first cast and experienced players used the long timer to empower twice in rapid succession/skip a portion of the cooldown - the cooldown is effectively longer now than it was before.
Scissor cut felt rather underused and this buff should help make it more relevant, especially against static marines/sieges now that the shield is weaker.
As for Hedge - speed reduction to this extent without any dashes just doesn't work whatsoever, (for more evidence look at oppressor prae suffering the same issue) so this has to go as a prerequisite for this strain ever being good. Slash damage cut to reduce excessive power and punishment in 1v1 and put more emphasis on this being a tank/support/debuff strain (ideally it would get slash damage or slash speed during shard lockout to reward risky aggressive play and not just an escape tool, but im gonna leave that to someone who can code if someone likes the idea).
Shield duration feels a bit too low currently, but this might end up making it overtuned, unsure. Shard damage raised cause shield isn't threatening enough and marines - myself included - often happily magdump into it even PB to kill the hedge faster.
Shed and slow durations reduced because they're horrendously excessive. Slow on 3 might be too short though, considered 4-5 instead but best to test first.
Shard toss range increased to help with engagements, likely still needed despite the speed buff, rest of abilities has separate ranges.
Shard "economy" changes to put more emphasis into this unique system being a thing - currently it might aswell not exist, the shards regenerate nigh instantly so the ability costs do not matter. These changes should put more importance on managing it and reward marines for good play - for example if they didn't feed the shards back up by shooting during the shield timer, it's going to take the hedge longer to recover its armor, making it take slightly more damage. Shard per slash gain to help out with rare situations where it's doing well yet struggles to recover shards due to marines either not shooting at all or using exclusively low RoF weapons.
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑
balance: Base rav cooldown regain per slash reduced (4 to 3), empowered charge stun duration reduced (2 to 1.3), empower duration increased (5 to 6.5), empower cooldown reduced (22 to 18), duration window for second empower cast reduced (15 to 6), base shield gain reduced (75 to 50), shield gain per marine reduced (80 to 50), maximum empower targets increased (5 to 6), scissor slash cooldown reduced (10 to 6), and damage reduced (45 to 40)
balance: Hedge rav doesn't lose speed anymore, but loses 10 slash damage instead. Shield duration increased (2 to 2.5), Fire Spikes shard range increased (5 to 6), Spike Shed shard lockout duration reduced (30 to 15), shard lock speed reduced to maintain same speed as previously. Shard damage increased (5 to 8), shard slowdown duration reduced (8 to 3), shard gain per tick reduced (10 to 5), shard gain per bullet reduced (20 to 10), added shard gain per slash (15)
/:cl: