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Abomination rework and predator plasma rifle buff. #5432
Abomination rework and predator plasma rifle buff. #5432
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Okay we're halfway there. Please have a little think about your code especially when copy pasting from other areas and try to understand why you're doing certain things.
For example, your predalien uses no plasma but there are checks for using plasma in here.
Also have a think about how this can be cleaned up a bit, tidy up some duplicated code, and where and importantly why you're doing your checks such as check_state()
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code/modules/mob/living/carbon/xenomorph/abilities/predalien/predalien_abilities.dm
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code/modules/mob/living/carbon/xenomorph/abilities/predalien/predalien_powers.dm
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Few more comments.
code/modules/mob/living/carbon/xenomorph/abilities/predalien/predalien_abilities.dm
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Just needs testing in game now.
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As is this has balance approval. I wouldn't mind it being a little stronger though either. But if you're happy with it as is; I can just piggyback some of the xeno end game buffs to an abom spawn later. As for the plasma rifle, that seemed to do well. Largely causes xenos to either throw them selves and die by being aggressive and ignoring the fire, or for them to withdraw to resist/pat. |
Drafted while you're implementing fire resist speed and girder damage fix |
About the pull request
This pr intends to catch up predalien towards current gameplay by reworking a few abilities and adding new ones.
Explain why it's good for the game
Currently the predalien has been untouched (practically) for over 3-4 years now, while being rare and decent enough to hold its own against current year marines and predators, its highly outdated. It's main power being "the gib" which is not fun for marines to be instantly removed from the game as most of the time you will be accompined by a queen and the entire hive. its not being fun being comboed into a queen screech + gib
As their natural counter, the predators are currently lacking in a strong way to counter it, i believe the Plasma Rifle thats only available when an abomination is present is very weak, underpowered and generaly not that good. I can go into deeper details if anyone wants me to. So my natural response was to make it set people on fire because generally the predalien will be guarded by an entire hive. This will make it so that atleast the xenomorph hit, will have to back off allowing the predator to breathe. I havent touched the recharge rate because i think this incin bullet will be powerful enough to compensate for the low recharge rate, and only 16 shots (you need 14 dead on shots to kill an abomination, not counting its movement, phermones, and the entire hive guarding it.)
below are all the changes ive decided to make;
"Feral Frenzy" is a mashup of the old gut ability, it now has a toggle that lets you choose between AOE/SINGLE TARGET. I think this is a defining factor in predalien reworks, because currently it is too focused on fighting predators and not enough on marines. This will help you fend off against a marine group by letting you become devastating against grouped up marines. Or chosing to catch one by switching to single target since it has a root. (Also retaining its ability to fight off predators).
"Feral Rush"; Feral rush incrases your armor and speed by a certain number, i wanted to add this instead of the useless pounce as i felt like the pounce was basically not providing you with anything other then just a distance closer, and it didnt fit in with the new gutting abilities, this way you can speed up, armor up and then go inside the marine force and do your aoe ability and get back out. This will ensure that you arent useless while going in since without the armor and speed, you will melt by the time you go in marine numbers, (also remember the AOE gut has a windup of 2 seconds.), The armor is removed 6 seconds after the slow (the speed lasts 3 seconds, so you're just armored for an extra 3 seconds) as to have that extra armor while retreating from more open places.
"Stomp" ; the reason ive decided to remove this ability is it felt way out of place for this kit and just simply wasnt good enough (in my opinion) to being there although a slow or aoe root might be needed if this gets approval enough for gametesting.
"Frenzy Smash" ; Grabs somebody by the leg and smashes them to the ground, this honestly just felt like a cool ability to add, it lets you keep somebody in place but also keep them moving, this is mostly a flair ability but still VERY deadly, may be buffed to make preds slower for a duration. deals 20 damage and scales with kills
THIS IS ALL UP FOR DEBATE, AND I WOULD LIKE TO WATCH THIS ALL INGAME VIA ABOM EVENTS BY ADMINS IF THATS POSSIBLE.
Testing Photographs and Procedure
Screenshots & Videos
predalienaoe.mp4
predalienrush.mp4
predaliensmash.mp4
Changelog
🆑
add: Added a new ability to the predalien "Feral Rush" that increases it's armor and speed for a short duration.
add: Added two new abilities to the predalien "Feral Frenzy" and a toggle. The predalien can now switch between a single target GUT and an AOE one, both of which has damage that scale with your kills.
del: Removed the predaliens gib ability
del: Removed the predaliens "pounce" ability
del: Removed the predaliens "Ground Smash" ability
balance: Predalien no longer has plasma costs, or plasma.
balance: The Plasma Rifle, which is ONLY used to hunt abominations now has a higher ROF and has incin bullets.
spellcheck: Re-wrote the predalien text to be more up to date and remove missinformation
qol: Everyone can see how many kills the predalien has by examining it.
add: Added a "Feral Smash" ability that lets you grab somebody and smash them to the ground, this scales with kills and is a devastating attack.
balance: Removed screenshake from predalien's screech
balance: Predalien removes fire stacks faster.
fix: Girders are now slashable by very_sharp_claws instead of just having a queen chack
/:cl: