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[CLOSED PR] Handcuffs: small usage nerf
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[GAME OBJECTS] [BALANCE]
About the PR
The handcuff action bar now **requires one of** these conditions, both on start and on end, or else it fails:
* Target is incapacitated (stunned, knockdown, unconscious, or pinned).
* Target is on help intent, and has turned their back to the handcuffer.

Don't worry, this doesn't change much for Security - the baton+cuff combo works just the same.

Why's this needed?
Handcuffing doesn't have an interrupt flag for being attacked. So the only way to escape cuffing is getting distance - which isn't possible sometimes, e.g. very crowded or cramped areas.

This PR stops such scenarios, because it feels really bad to get cuffed with no recourse. It also fights off getting cuffed while typing.

(I didn't simply add the flag for other reasons: e.g. someone automending you while cuffing would've canceled it)

Changelog



Code:
changelog
(u)Smilg
(*)Handcuffing now requires the target to be incapacitated (pinned, stunned, asleep, etc) or cooperating (facing away from you on Help intent).


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[CLOSED PR] Handcuffs: small usage nerf - by github_bot - 09-16-2023, 05:15 PM

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