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SG falloff rebalance and far sight removal #7065

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merged 3 commits into from
Sep 12, 2024

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Git-Nivrak
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@Git-Nivrak Git-Nivrak commented Aug 30, 2024

About the pull request

This PR:

  1. Removes far-sight
  2. Increases falloff to 4 (from 1)
  3. Increases effective range to 7 (from 0) - This means falloff starts counting at the 7th tile (edge of the screen)
  4. Needs testing

Explain why it's good for the game

Getting hit by bullets offscreen as well as dealing no damage on your own screen is rather annoying.
On a more serious note SGs are currently encouraged to go as close as possible in order to actually deal damage properly which is in contrast to the purpose of the role of providing suppressing fire from the back (AP bullets for example losing around 50% of their damage at the edge of the screen)
As for far-sight that was a rubber-band to try to fix the above (SGs going melee range) but just ended up being annoying to play against.

Testing Photographs and Procedure

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Changelog

🆑
balance: Removed far-sight from SG sights
balance: Increased smartgun bullet falloff to 4 from 1
balance: Increased smartgun bullet effective range to 7 from 0
/: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 Aug 30, 2024
@TheManWithNoHands
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TheManWithNoHands commented Aug 30, 2024

Cant hurt to TM.
But losing farsigth is a giant downside.
The intel from that is far to valubel if your behind marine lines.

Changing falloff definitly is a good idea, but getting rid of farsigth will cause SG to go closer to the first firing line. So two steps forward, one back.
Rather adjust the fall off so bullets are useless in the extra range farsigth gives, so its mainly for combat intel.

Although im dumb of ass, so i migth be dead wrong.

@cuberound
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code wise you can do a better job getting rid of /datum/action/item_action/m56_goggles/far_sight, as it is only used there so getting rid of it properly would be nice if it is to be remvoed

@CABSHEP
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CABSHEP commented Aug 31, 2024

But losing farsigth is a giant downside.
The intel from that is far to valubel if your behind marine lines.

Just get binocs, lol.

@Choolemal
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Choolemal commented Sep 1, 2024

Sorry for misreading, Saw increases falloff and took it literally

@BasilHerb
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BasilHerb commented Sep 2, 2024

Farsight being removed isn't that big a debuff... As CAB said, literally just use binoculars. One tile of sight is miniscule compared to the SG finally not being useless at-range. Thinking that if you lose one tile of sight, it means SGs will 'frontline' more is farcical. If anything, the falloff was the biggest contributor to frontlining by far.

@TheManWithNoHands Knowing The falloff system currently in place for SGs makes it so bullets are already doing nothing to xenomorphs at 8 tiles. If you're shooting a bug at far-sight range, you're not doing anything except annoying them.
E.g. At far sight range, you would do a whopping 12 damage per AP bullet. Yes. 12 damage, against bugs with hundreds upon hundreds of health. Far sight is already just combat intel- You won't kill anything in far-sight range unless you're lucky.

@Choolemal With this PR, there is NO incentive for SGs to frontline, besides hellpushing. This negates frontlining completely- It does not increase the risk, it completely erases any incentives for it. This PR does not emphasis CQC. This PR emphasises the OPPOSITE of CQC. What emphasises CQC is the strange falloff system we currently have, where you do peanuts damage unless you literally PB xenos in the face.

The biggest risk I suppose, would be IFF stacking being more of an issue now (4 AP SG IFF Stacks, focusing fire on one xeno = 2.6 AP MK2s worth of firepower with this PR) But that's what TMing is for. I suspect that's taking it to the extreme, given in reality SGs usually kill themselves like lemmings instead of sticking together.
I'm probably guessing damage will be nerfed by a bit, or whatever- But overall, I think this PR is good for SGs.

@hislittlecuzingames
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If sg are currently being encouraged to get close, and you believe it to be antithetical to the role, why did you remove far sight capability? It's only like 2 tiles in each direction if I'm not mistaken.

With the way Marines seem to be getting rolled recently, I'm not sure this makes complete sense.
But you are increasing the range of the smart gun?

@TheManWithNoHands
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TheManWithNoHands commented Sep 5, 2024

With the way Marines seem to be getting rolled recently, I'm not sure this makes complete sense. But you are increasing the range of the smart gun?

Smartgun range is kinda fucked because falloff starts on the first tile Iirc. Making the gun pretty shit at long range.

Just get binocs, lol.

Your comparing a omni directional sigth increase, that is a passive toggle, during wich you can operate your gun fully.
With a one directional sigth increase thats an active ability during wich you cant do anything but watch and strave, normal movment or using other items disables said ability.
Those are very much not the same, and binos do not replace it at all.
Far sigth is an passive ability that has a use in the middle of combat. Binos are not. Dont pretend like they because you got no other argument.

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As said by @cuberound need to delete the definition of /datum/action/item_action/m56_goggles/far_sight as it's used nowhere else.

@realforest2001 realforest2001 marked this pull request as draft September 7, 2024 20:38
@Git-Nivrak
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Originally planned to leave it in for whiteout but forgot which is why it was not deleted - Fixed now

@Git-Nivrak Git-Nivrak marked this pull request as ready for review September 8, 2024 11:22
code/modules/projectiles/guns/smartgun.dm Outdated Show resolved Hide resolved
@kiVts kiVts marked this pull request as draft September 10, 2024 00:31
@kiVts kiVts added the Needs Testing Need to test it on the guinea pigs (production server) label Sep 10, 2024
@Git-Nivrak Git-Nivrak marked this pull request as ready for review September 10, 2024 09:33
@kiVts kiVts added the Testmerge Candidate we'll test this while you're asleep and the server has 10 players label Sep 10, 2024
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@kiVts
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kiVts commented Sep 12, 2024

Overall it addressed the issues SG had pretty well

@kiVts kiVts added this pull request to the merge queue Sep 12, 2024
Merged via the queue into cmss13-devs:master with commit 9c5c3ff Sep 12, 2024
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cmss13-ci bot added a commit that referenced this pull request Sep 12, 2024
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9 participants