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Experimental xeno tackle changes #4583

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@morrowwolf morrowwolf commented Oct 4, 2023

About the pull request

This PR removes all randomness from xeno tackles.

If you hit the maximum tackle for the caste you will tackle.

Depending on how much damage the person being tackled has it will lower the required tackles.

This goes all the way to minimum tackle count at 80 damage.

Alongside this, tackle chances have been moved around to try and account for randomness no longer being a factor.

Three castes in particular have been moved higher on purpose above the others: warriors, lurkers, and runners.

Explain why it's good for the game

Twofold:

Randomness with tackle chance creates insanely unfun situations where you get two tap disarmed by a drone and want to die.

Stun combat is slowly but surely being cut away and we want to encourage people to fight.

Do note, we still want xenos to cap so the maximum damage to reach the minimum amount of tackles is 80 damage. These numbers will be flexible as we see what happens in the tests.

As usual, we do feedback through a form on the forums and the maintainers read through and try to curb issues: https://forum.cm-ss13.com/w/pr-feedback/steps/step_1

Testing Photographs and Procedure

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Changelog

🆑 Morrow
balance: Xeno tackles are no longer random and range in required disarms based on damage to the disarmed. Max damage to get minimum number of tackles is 80.
balance: Alongside xeno tackles being no longer random, pretty much every caste has had tweaks to their disarm related variables. Specific nerfs to: warrior, lurker, and runner.
/: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 Oct 4, 2023
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