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[MERGED PR] Remove miss chance when attacking cyborgs
#1
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[BALANCE][INPUT WANTED]

About the PR

Previously, when attacking cyborgs there was a 10% chance of missing if attacking a cyborg's chest, 30% chance of missing if attacking their head, and 50% chance of missing if attacking a limb.

This removes those miss chances, meaning that it will take slightly fewer attacks (same number of actual hits) to destroy/damage a cyborg, on average.

To anyone who took account of previous behavior when attacking cyborgs, you may find that you can destroy their limbs easier than before to allow for easier neutralization of the threat (e.g. hit a light cyborg's legs a few times to really slow it down by destroying one if you don't really want to completely destroy the cyborg by attacking its head/chest).

Why's this needed?

Inconsistent with combat behavior with humans, passive RNG can be pretty bad. These miss chances were not intuitive or explained in any way. While this is more of a larger "meta" thing, this may make attacking their legs to slow them down, for example, a more viable strategy than before.

Changelog


Code:
changelog
(u)Mordent
(*)You no longer randomly miss cyborgs when melee attacking them.


PULL REQUEST DETAILS
#2
rng bad

good change
#3
This didn't need a thread. This is just a good change in my opinion.
#4
So why was the miss chance added in the first place?
#5
miss chance was added since before I started playing, who knows why it was added

good change imo
#6
(05-11-2021, 11:32 AM)KikiMofo Wrote: So why was the miss chance added in the first place?

Traced it back to a commit made inĀ 2012-06-23, with the changelog entry "Substantial background changes to a whole ton of cyborg shit. Report any bugs, please!"

Not interested in going back further, and it's as close to "original" as I can tell.
#7
Huh. Yeah I had never actually knew there was a hit miss chance for borgs. It was most likely even there before I started playing.
Curious why it was a thing but I guess we will never know.
#8
Possibly a roundabout method of modeling damage reduction a la Armor Class in D&D?
#9
i wouldn't mind this if borgs got a slight defensive/hp buff to compensate
#10
(05-11-2021, 06:04 PM)babayetu83 Wrote: i wouldn't mind this if borgs got a slight defensive/hp buff to compensate

Pick non-light parts.
#11
(05-11-2021, 01:49 PM)Mouse Wrote: Possibly a roundabout method of modeling damage reduction a la Armor Class in D&D?

The increased dodge chance makes sense, borgs are typically rogue after all
#12
To my knowledge, this was a relic of a time when combat in general was RNG-based, possibly pre-dating stamina.
#13
If it was before 2012 then it was from WAY before stamina was added. Yeah it makes sense it would be part of the RNG combat. Now that I think of it that is most likely the whole reason for miss chance when attacking borgs.
WEVE FIGURED IT OUT.
#14
When was the stamina system added?
#15
(05-12-2021, 09:53 PM)Froggit_Dogget Wrote: When was the stamina system added?

Going back through the forums, looks like 2014.

It was a controversial change at the time. People predicted it would be the death of the game and server.

https://forum.ss13.co/showthread.php?tid...ht=Stamina


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