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SG falloff rebalance and far sight removal #7065
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Cant hurt to TM. 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. Although im dumb of ass, so i migth be dead wrong. |
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 |
Just get binocs, lol. |
Sorry for misreading, Saw increases falloff and took it literally |
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. @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. |
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. |
Smartgun range is kinda fucked because falloff starts on the first tile Iirc. Making the gun pretty shit at long range.
Your comparing a omni directional sigth increase, that is a passive toggle, during wich you can operate your gun fully. |
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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.
Originally planned to leave it in for whiteout but forgot which is why it was not deleted - Fixed now |
Overall it addressed the issues SG had pretty well |
About the pull request
This PR:
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
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
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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: