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Nerf Default Power Attack#866

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VMSolidus merged 2 commits intoSimple-Station:masterfrom
VMSolidus:Nerf-Default-Power-Attack
Sep 9, 2024
Merged

Nerf Default Power Attack#866
VMSolidus merged 2 commits intoSimple-Station:masterfrom
VMSolidus:Nerf-Default-Power-Attack

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Description

We had some issues and concerns reported by more than a few server hosts that having the default right click be both a power attack and a wide swing was extremely undesireable. Since our original intention was to actually deprecate "Wide Swing" only to a handful of a few weapons designed around it, the behavior of this is now that power attack with no wide swing is the default for all weapons. Power attacks are still easier to aim than left clicks, but can only hit a single target except on certain weapons, deal bonus damage in exchange for stamina, and have a narrow 45 degree cone so as to enforce the need to right click at least relatively near your intended target.

Changelog

🆑

  • tweak: Wide Swing is no longer possible as a default on all weapons, the default is now Power Attack (10 stamina spent, for 20% bonus damage to single target only). Only a small number of weapons designed to "Cleave", still have their wide swing functionality.

@github-actions github-actions bot added the Changes: C# Changes any cs files label Sep 6, 2024
@github-actions github-actions bot added the Status: Needs Review Someone please review this label Sep 8, 2024
@VMSolidus VMSolidus merged commit 06771ea into Simple-Station:master Sep 9, 2024
SimpleStation14 added a commit that referenced this pull request Sep 9, 2024
VMSolidus added a commit that referenced this pull request Feb 20, 2025
# Description

Ports the Cybersun Stealthsuit by popular demand. I've made a few
changes to it for this codebase to better accomodate for some of our MRP
standards, including making sure that it correctly modifies the sound
emitter that all hardsuits share. Rather than deleting the sound
effects, it modifies them to be significantly quieter, with harsher
falloff such that it can only be heard to a maximum distance of 5 tiles.
Its stats and costs are rebalanced around being weaker for fighting, but
it by extension a lot cheaper than it is on LRP.

I spent more time trying to figure out how to fix the stealth movement
balance to something I was satisfied with, than I did porting the suit.

It also got a new name to match the naming scheme of the other Cybersun
suits. For EE's code, it's balanced a lot differently than it is on Goob
LRP. It's cheaper here than it is there, and more strongly favors the
"Stealth" side of balance than it does combat. If you move sufficiently
slowly, you can remain in stealth. It makes noise like a "Light"
hardsuit, but is significantly muffled. It offers less protection than
the Security tacsuits. It's really not for direct combat, and is
*strongly* meant to play to the metal gear 4 fantasy.

<details><summary><h1>Media</h1></summary>
<p>


![image](https://github.com/user-attachments/assets/db30c1a5-af8e-4748-bc52-4dcc61833eaf)

</p>
</details>

# Changelog

:cl:
- add: Ported the Cybersun Stealthsuit from Goobstation, with some
updates for the EE Codebase.

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Co-authored-by: starch <starchpersonal@gmail.com>
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3 participants