07-12-2014, 08:13 AM
I think the enemy chart should omit those crosshairs, they make it look visually messy.
Taser nerf has just been mostly reverted. I'd be super appreciative if you folks could get some willing volunteers, various armors, and stimulating drugs together and do some live-fire taser testing. I can sorta test it locally, but player feedback under combat conditions will be a lot more helpful.
Originally tasers decayed really, really slowly, had 20 power and could potentially apply 20 units of stun - which lasts fuckin' forever. My taser nerf changed it to a tiered thing- first shot confuses, second shot slows, third stuns, fourth weakens (floors.)
This was a bad approach, sorry.
Here's a new approach:
Taser nerf has just been mostly reverted. I'd be super appreciative if you folks could get some willing volunteers, various armors, and stimulating drugs together and do some live-fire taser testing. I can sorta test it locally, but player feedback under combat conditions will be a lot more helpful.
Originally tasers decayed really, really slowly, had 20 power and could potentially apply 20 units of stun - which lasts fuckin' forever. My taser nerf changed it to a tiered thing- first shot confuses, second shot slows, third stuns, fourth weakens (floors.)
This was a bad approach, sorry.
Here's a new approach:
Code:
/datum/projectile/energy_bolt
name = "energy bolt"
icon = 'projectiles.dmi'
icon_state = "spark"
//How much of a punch this has
power = 20
//How fast the power goes away, per tile traveled
dissipation_rate = 3
//How many tiles till it starts to lose power
dissipation_delay = 1
Code:
//snippet of bullet_act code on humans
//projectile stun variable is pretty much just the projectile power
var/adjusted_stun = (stun/armor_value_bullet)/4 // adjust as needed i guess
src.confused += adjusted_stun
src.slowed += adjusted_stun
src.stunned += adjusted_stun
src.weakened += adjusted_stun