-
Notifications
You must be signed in to change notification settings - Fork 557
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Instant delimb nerf #6240
Instant delimb nerf #6240
Conversation
delimbs are unfun to play against because prosthetics (having them) and their availability (their supply) has been nerfed a morbillion times in the last few years, perhaps making it so it's not ridiculously punishing in terms of wait-times and permanent gameplay would be a better option than basically removing even more chances of delimbs and dumbing injury mechanics down to be even more basic. it's things like dismemberment that gives flavor to scenes, after all. |
But can't it still be broken then removed in the same hit with this.....? I'm not sure that really help address the issue |
The way the code is written you need the limb to be at full damage to be fractured and it can't happen at the same instance of damage as the one where it reaches max meaning you will need 2 to get delimbed rather than one |
Currently it is possible for someone to lose a limb in a minimum of two slashes, with no fracture having occurred on the first slash, this change would increase this to at least three slashes before a delimb is possible (though it may be possible to cause a fracture on the 1st slash then this is still a 2 slash removal?) |
Post merge comment; experience after this change is that delimbing happens a lot more frequently, and can indeed happen in as few as two hits. More common when being hit by high-damage xenos. |
Hey! Thanks for the feedback however this PR does not increase delimb chance in any way. |
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request 1) I got two tap delimbed 😭 2) #6240 failed to solve the issue as Nivrak failed to read the code properly. As the delimb check happens AFTER the frac check, you just can get frac & delimb with the same hit. While this indeed reduced the chance of getting delimbed (as now you need to roll both for frac and delimb), it is still pure RNG which that PR wanted to avoid. (Also the only thing that KIND OF saves you from first tap delimb is previous_brute > 0 check, but as long as you have 0.000001 brute on the limb it's irrelevant) # Explain why it's good for the game 1) I got two tap delimbed 😭 2) Instant delimbs based on nothing but rng from one slash (yeah technically it's not true as you need at least 0.000001 brute on the limb, but it was so when Nivrak made his PR too) are unfun to play against # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <!-- !! If you are modifying sprites, you **must** include one or more in-game screenshots or videos of the new sprites. !! --> <details> <summary>Screenshots & Videos</summary> I did test it by spawning myself as rav and slashing 100 naked humans. </details> # Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly label your changes in the changelog. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> 🆑 ihatethisengine balance: limbs are now only be delimb-able if they were fractured BEFORE the hit /🆑 <!-- Both 🆑's are required for the changelog to work! -->
About the pull request
Limbs can now only be delimbed if they are fractured
Explain why it's good for the game
Instant delimbs based on nothing but rng from one slash are unfun to play against
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑
balance: Limbs will now only be delimb-able if they are fractured
/:cl: