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Vampire Lurker Changes (TailStab/Armour/Speed) #6597
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you should update the strain description in vampire.dm to match the changes |
Done |
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 |
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 |
@@ -1,6 +1,6 @@ | |||
/datum/xeno_strain/vampire | |||
name = LURKER_VAMPIRE | |||
description = "You lose all of your abilities and you forefeit a chunk of your health and damage in exchange for a large amount of armor, a little bit of movement speed, increased attack speed, and brand new abilities that make you an assassin. Rush on your opponent to disorient them and Flurry to unleash a forward cleave that can hit and slow three talls and heal you for every tall you hit. Use your special AoE Tail Jab to knock talls away, doing more damage with direct hits and even more damage and a stun if they smack into walls. Finally, execute unconscious talls with a headbite to heal your wounds." | |||
description = "You lose all of your abilities and you forefeit a chunk of your health and damage in exchange for a small amount of armor, increased attack speed, and brand new abilities that make you an assassin. Rush on your opponent to disorient them and Flurry to unleash a forward cleave that can hit and slow three talls and heal you for every tall you hit. Use your special AoE Tail Jab to knock away talls and stun them, doing more damage with direct hits. Finally, execute unconscious talls with a headbite to heal your wounds." |
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what about the tail jab is aoe?
lurker.armor_modifier += XENO_ARMOR_MOD_LARGE | ||
lurker.armor_modifier += XENO_ARMOR_MOD_SMALL |
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I'm skeptical this needs to change, especially with proposed changes.
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Keep existing behavior for a non-sprite click, otherwise apply WEAKEN for sprite click
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var/direction = Get_Compass_Dir(xeno, targeted_atom) //More precise than get_dir. | ||
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if(!step(hit_target, direction)) |
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We should only enter this block if hit_target.mob_size < MOB_SIZE_BIG
and if not just slow them. (meaning the else slow should be tabbed out 1 level)
About the pull request
Vampire re-gains its Tail Stab stun on hit
Vampire has had its armour reduced from 20 to 10
Vampire no longer gains any speed-boost over the default Lurker.
Explain why it's good for the game
The recent changes to the Vampire strain of the Lurker have, I feel, missed the true reasons as to why the strain is seen as more oppressive than you would expect from a T2 strain. Under the control of the best players, the strain's dominance is due to its ability to move at incredible speeds off-weeds and shrug off significant damage thanks to its high armour whilst having the ability to easily disengage from combat.
The removal of its tail-stab stun failed to touch the real issues plaguing the strain and simply made the strain significantly harder for a new player to get engaged with, as the micro-stun played a important role in the Vampire's combo of landing hits. Whilst the stun removal had absolutely zero impact on a higher skilled players ability to dominate with the role as the reasons why they are allowed to dominate were left untouched.
By making my proposed changes, a Vampire Lurker is now much easier for a Marine to track and shoot, instead of moving basically as fast as a Runner, plus its lack of armour AND the fact it has less health than a stock Lurker makes it take damage much faster, especially from weapons with armour penetration. Its tiny amount of armour offers a small amount of defence but not enough to make it very tanky.
Its health is as such where two point-blank buckshots will crit it, and a single PB will leave it on the verge of crit. Not too dissimilar to the base Lurker.
I believe this change will reign in some of the more excessive gameplay elements from the most skilled players whilst not overly harming the roles ability to function AND making it easier for new players to get into the role.
(I should note that removing or reducing the range of its leap ability would further eliminate these issues but I will await feedback before making any change here, as this may have harsher implications for the role)
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
🆑
balance: The Vampire Lurker has re-gained its tail-stab stun.
balance: To compensate, the Vampire Lurker no longer gains any speed-boost bonus over the default Lurker, and its armour has been reduced from 20 to 10.
/:cl: