PULL REQUEST DETAILS
About the PR
Secbots no longer instantly attack the moment they get in range of whatever they want to kill. Instead, they stop, spend a couple seconds to charge their baton, then try to stun their target. If that person is still right next to them when their thing is charged, they'll stun them, but if not, they'll chase after their target, and if they reach them within a second, they instantly zap them.
The secbot siren thing has been moved to its own proc, and is called in several places when in pursuit. Now there's no doubt about whether Beepsky's running someone down!
Also, non-beepsky secbots take 8 seconds to cuff someone, up from 6.
Why's this needed?
Secbots were awful to fight, and I think that their role should be to force badguys to keep moving, as opposed to outright catching them. Also, I like obnoxious noises.
Changelog
PULL REQUEST DETAILS
About the PR
Secbots no longer instantly attack the moment they get in range of whatever they want to kill. Instead, they stop, spend a couple seconds to charge their baton, then try to stun their target. If that person is still right next to them when their thing is charged, they'll stun them, but if not, they'll chase after their target, and if they reach them within a second, they instantly zap them.
The secbot siren thing has been moved to its own proc, and is called in several places when in pursuit. Now there's no doubt about whether Beepsky's running someone down!
Also, non-beepsky secbots take 8 seconds to cuff someone, up from 6.
Why's this needed?
Secbots were awful to fight, and I think that their role should be to force badguys to keep moving, as opposed to outright catching them. Also, I like obnoxious noises.
Changelog
Code:
(u)Superlagg:
(*)Secbots no longer instantly zap you the moment they get in range. Instead, they take a moment to charge their baton, then zap you!
(+)Every secbot, except for Officer Beepsky, forgot to attend mandatory handcuff training, and thus now take 8 seconds to cuff someone.
PULL REQUEST DETAILS