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Reopens #4583 (Experimental Tackle Changes) #5712
Conversation
Looks like the random chance to fail is removed and an additional tile or two of range is being added throughout. |
this is a compromise for xenos no longer being able to insta-down a full-health marine |
please properly name the pr |
WIP until a way for xenos to see a targets damage is implemented. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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 |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
There were serious issues to this that I never got around to putting in fixes for. Two things just from memory: |
A sprite/a process of sprites has been made to display human health states, highlighting perfect cap timing, however I'm not skilled enough to implement these sprites myself. If anyone wants to attempt that be my guest, I'll be happy to respond as fast as I can with the file (over discord, unable to be shared on github, unfortunately). Just let me know. As for the second half, I feel that's something that will be worked out with time, people seem more interested in giving criticisms without specific solutions so it's not terribly obvious which values need to be at what range. If the PR breaks through the issue of the spriting, I'm sure kinks in the delicate balances can be worked out through time and TMs. |
This goes without saying but work on this is halted until i get unbanned from the discord server lolololo |
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
Reopens #4583 (description is mostly pulled from it)
This PR removes all randomness from xeno tackles.
If you hit the maximum tackle for the caste you are playing, you will tackle.
Depending on how much damage the person being tackled has it will lower the required tackles.
The minimum required tackle "tap" is succeeded once a human is at or below 70 health.
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 70 damage. These numbers will be flexible as we see what happens in the tests.
Testing Photographs and Procedure
Screenshots & Videos
Not tested.
Changelog
🆑 Stakeyng
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 70.
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: