Skip to content
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

Introduces new shrapnel types to OT #7224

Open
wants to merge 7 commits into
base: master
Choose a base branch
from

Conversation

GoldenDarkness55
Copy link
Contributor

@GoldenDarkness55 GoldenDarkness55 commented Sep 26, 2024

About the pull request

Allows OT to create the same shrapnel type as used by hornet grenades (damage taken increase debuff) by adding sulfuric acid and adds a new slowing neurotoxin (coated) shrapnel that requires neurotoxin plasma from research/xeno bodies.
Doesn't seem like the effects stack even if you separate containers - it will apply only one special effect to all shrapnel.

Doubled amount of holostacks per shrapnel on hornets and reduced max shard divide from 4 to 2 for OT incendiary since I believe it was excessive.

Effects in the video section, though values used was 10 stacks on hornets and 0.4 slow per neuro which have been raised since.

Explain why it's good for the game

More options good.

  • Hornet

No reason not to give the OTs access to effects that exist in the code already, it's not particularly strong by itself so won't affect balance.
Doubled the stacks from 10 to 20 to make it more reliable for OT usage aswell as buffing the grenade itself - it's so bad literally no one uses them, raising the 5% to 10% dmg debuff on direct hit might not fix that but at least they'll be more worthwhile.

  • Neurotoxin shrapnel

Research and OT having more in common = good. Doubt it'll make a big balance impact but should be situationally useful. Basically the kinda fun, not gamebreaking additions shipside should be about.

Testing Photographs and Procedure

Screenshots & Videos
2024-09-26.12-17-00.mp4
2024-09-26.13-47-38.mp4

Changelog

🆑
add: Slowing neuro shrapnel effect to OT achieved by adding 30 neurotoxin plasma to the beaker with iron. 0.8s slow per shard hit up to 6s max
add: Hornet (holo) shrapnel effect to OT achieved by adding 10 sulfuric acid to the beaker with iron
balance: Reduced the divide on incendiary OT shards from 4 to 2
balance: Raised holo stacks per hornet shrapnel hit from 10 to 20.
/:cl:

@cmss13-ci cmss13-ci bot added Feature Feature coder badge Balance You need to be a professional veteran game maintainer to comprehend what is being done here. labels Sep 26, 2024
@cuberound
Copy link
Contributor

just to correct the math , 10 holosack are 1% extra dmg and the extra dmg caps at 10% (100 holostack), ot shrapnels need better accuracy in general

@GoldenDarkness55
Copy link
Contributor Author

just to correct the math , 10 holosack are 1% extra dmg and the extra dmg caps at 10% (100 holostack), ot shrapnels need better accuracy in general

Ye it was 5% on direct hit with the hornet nade, 10% now.
As for shrapnel accuracy im pretty sure OT doesn't use any separate one and it's the same shrapnel most other explosives use, the default one at top of the shrapnel file. I somewhat agree it should be higher, but don't really wanna make that big a change here.
You can try opening a separate PR for it

@iloveloopers
Copy link
Contributor

So you wait for marines to bring up a xeno body, pray its a sent/spitter/prae, bother research to give you neurotoxin plasma, sacrifice precious container space that could have been used for a bigger boom on the grenade, to slow a xeno for 2 whole seconds.

Why would an OT go through all this trouble when they can just fill the grenade with cyclonite for an actual explosion with damage?

@chefoxara
Copy link

2 sec slowdown is nice, one thrown into a xeno push could make marines get more kills cause xenos will not have the speed to run away.

@L0pz
Copy link

L0pz commented Oct 12, 2024

More ways for OT to kill marines, I approve

@GoldenDarkness55
Copy link
Contributor Author

to slow a xeno for 2 whole seconds.

its 0.8 per shard hit up to 6 seconds, actually. As I said the video value was lower (0.4), I just didn't bother recording again.

@cmss13-ci
Copy link
Contributor

cmss13-ci bot commented Oct 27, 2024

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

@cmss13-ci cmss13-ci bot added the Stale beg a maintainer to review your PR label Oct 27, 2024
code/datums/ammo/shrapnel.dm Outdated Show resolved Hide resolved
@kiVts kiVts marked this pull request as draft October 27, 2024 16:42
@kiVts kiVts removed the Stale beg a maintainer to review your PR label Oct 27, 2024
@GoldenDarkness55 GoldenDarkness55 marked this pull request as ready for review October 27, 2024 19:32
@Nanu308
Copy link
Member

Nanu308 commented Oct 28, 2024

Will take a look at after OT nerf pr is fully merged.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Balance You need to be a professional veteran game maintainer to comprehend what is being done here. Feature Feature coder badge
Projects
None yet
Development

Successfully merging this pull request may close these issues.

7 participants