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Replaces heavy revolver knockback with screenshake #4014

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GoldenDarkness55
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@GoldenDarkness55 GoldenDarkness55 commented Jul 26, 2023

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:

@github-actions github-actions bot added the Balance You need to be a professional veteran game maintainer to comprehend what is being done here. label Jul 26, 2023
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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.

@morrowwolf morrowwolf added the Do Not Merge If you merge this PR, I will annihilate you label Jul 27, 2023
@GoldenDarkness55
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GoldenDarkness55 commented Jul 27, 2023

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 effects even the largest xenos.

True, it's not ideal.
Slowing down RoF based on ammo type feels a bit snowflake'y. I guess I could make revolver slower in general (same as slug?), but increase damage stats across all ammo to reach similar DPS. Maybe buff normal and marksman ammo to around mod88 DPS levels while im at it, since iirc its far worse than other pistols. That works?

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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 effects even the largest xenos.

True, it's not ideal. Slowing down RoF based on ammo type feels a bit snowflake'y. I guess I could make revolver slower in general (same as slug?), but increase damage stats across all ammo to reach similar DPS. Maybe buff normal and marksman ammo to around mod88 DPS levels while im at it, since iirc its far worse than other pistols. That works?

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.
/datum/ammo/proc/knockback_effects()

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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.

Im saying I could expand the scope to fix other existing issue and to not add a weird snowflake modifier that can be avoided.
Messing with the knockback is subpar since the issue persists even with minimal stuns, and if it doesn't stun then it becomes borderline useless.
As for RoF while that'd work, I've no idea how to assign specific firerate to bullets and I'd wager it gets even trickier because of how the revolver handles magazines.

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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.
Could also try removing cc but raising its damage and giving it sharp falloff beyond 3 tiles. @morrowwolf

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github-actions bot commented Aug 8, 2023

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

@github-actions github-actions bot added the Stale beg a maintainer to review your PR label Aug 8, 2023
@github-actions github-actions bot closed this Aug 16, 2023
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5 participants