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Sec Balance Part 1: Buffs Disabler and Disabler SMG #34890
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… to 3 and lowers shot cost by 50 for practice and disabler
I'd put the firing cost to 62.5 for 16 shots. You would almost never have to recharge with 20 shots unless you got EMP'd. I'm also not sure at having them stun people in 3 hits. Two hits deals 94 stam damage, which already slows them down heavily. This also makes them superior to stun batons in most situations. This would also incentivise antags to use EMPs, which currently have no counter. |
I think giving them more ammo doesn't really matter, the baton already has 20 hits and it puts it in parity with the baton. This also means new security officers are punishes less for being bad at aiming which is good, firerate increase helps with that a lot too.
The damage is a bit intense yeah, I like the disabler downing in four shots. If it's still not good enough I'd rather see the firerate increased to 4.0 or make the disabler hitscan. At most I think it should do equal damage to the baton (35). The baton shouldn't become worse than the disabler for stunning considering you need to be in melee range.
EMP implants have horrible range, and do nothing to protect you from bullets. Plus you only get three uses of them and can't implant yourself twice which does matter. EMPs grenades also don't get bought often because they require a hand to use and take 5 seconds to activate which is more than enough time for a good secoff to stun and cuff you. |
That's a problem with how EMPs are implemented currently since they have no warnings or activation ranges for both parties. EMPs themselves aren't too bad against unarmoured opponents, but become extremely dangerous against nukies or web vest users. |
stunning in a second? |
To me that's fine because Nukies need some way to defend themselves from stuns, and webbed vest gets SHREDDED by heat and has no spacing resistance. Anyways did some testing on a devmap where I spawned a salvager with the disabler as programmed (except I gave them infinite ammo to compensate for the fact they have no trigger disipline) and the changes are a huge improvment especially the firerate. I do think the damage buff is a bit too strong though, it's basically a two shot stun since the slowdown guarantees the third shot will hit you and with the high firerate, it'll hit you quick. |
Based on feedback: Content.Client_jqJn74zAgu.mp4 |
Good changes, feels good from playing. I'd probably drop the stam damage to 35 though so it's identical to the stun baton. Doesn't change the time it takes to stun at all so really just a consistency change. Also, this does minorly affect the Energy Shotgun which now has a worse time to stun by comparison. Should I open a PR to give it some minor buffs in the form of: Reduced energy shot cost(?) Because it shoots several bolts and disables in three shots (1.5 seconds) if you hit all your shots makes it hard to balance effectively. |
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Go for it, Spreads and SMGs are notoriously harder to balance. |
Oops my math bad. |
I'm really sorry, but... It's still 3 hits |
35x3 = 105 |
Ok so this discovered a bug for the live version. This is back down to 33 (current default) 2 hits = slowdown as expected Tested on my master branch and replicated there as well. Content.Client_icu1QZCeHs.mp4 |
I don't agree with the 4 hit down, once you are stunned you are completely at the mercy of sec (or whoever is using the disabler) and I think there should be a lot of leeway given when interacting with a ranged stun weapon. |
It IS the four-hit stun currently. |
…sed disabler fire rate to 2.5 and increased projectile speed to 35. decrease disabler smg fire rate to 3.5
PR & Video updated to match new stats. |
I was asked to test the different speeds on a live server. Here you go, other stats unaffected in video 2025-02-05.18-31-15.mp4 |
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I think these values are reasonable.
Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
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This > Tasers |
Merging this now; |
good change |
neutral change |
evil change |
About the PR
Disablers:
Disabler SMGs:
Why / Balance
Alternative to #34888
Disablers are actually awful. Probably the worst performing I've seen them across Space Station history.
Increasing the projectile speed any higher is an engine limitation. Needs prediction and we might be able to go to 40 projectile speed.
Disabler SMGs still aren't great but are a little better than they were before. They're delicate to balance so they don't become too good.
Media
Content.Client_4mvDjbpWii.mp4
Requirements
Breaking changes
Changelog
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