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Replaces heavy revolver knockback with screenshake #4014
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This is getting a hard "meh" from me. Slowing down fire rate when using heavies or moving around stats would be better than creating an extraordinarily annoying effect that affects even the largest xenos.
True, it's not ideal. |
Keep the scope clean: you want heavy rounds to not be able to hard stun a xeno. How do we get there? Lower fire rate of revolvers using heavy ammo OR lower the effects of specifically heavy rounds. These are easy changes. I even made it so you can easily overwrite a proc to change knockback effects for ammo types. |
Im saying I could expand the scope to fix other existing issue and to not add a weird snowflake modifier that can be avoided. |
If tweaking the revo stats and buffing it up to par isn't acceptable and since the ammo RoF won't code itself, how about just removing the heavy rounds entirely? Considering it'd just be "meh" with lower RoF and remain frustrating due to smartscope iff, I'm not really sure it's a feature that's worth keeping in the marine arsenal. |
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
About the pull request
Replaces heavy revolver knockback with heavy screenshake that extends to t3 and t4, maintains 4 tiles as max range for this effect. See video section for demonstration.
Explain why it's good for the game
I trust I don't have to explain why the ability to permastun t1s and t2s in a secondary gun you can easily conceal is problematic. It's questionably balanced as a specialist's (scout) primary gun, let alone on a revolver.
Replaced it with a heavy screenshake effect, effects of which demonstrated in the video section - completely throws off clicks making xenos unable to effectively fight back or use abilities (ravs charging sideways, queen 1v1 hype) without leaving them entirely helpless to escape. Unique, balanced effect that keeps the gun's niche = good.
Might've been better to use a new var to set the range, but it doesn't seem to affect much as far as targets within screen range are concerned + makes sense given it's heavier ammo and fits with marksman ammo extending the range aswell.
Testing Photographs and Procedure
Screenshots & Videos
https://streamable.com/2le3t9
Changelog
🆑
balance: Replaced heavy revolver knockback with screenshake
balance: Heavy revolver accurate range set to 4 tiles
/:cl: