hitscan laser feedback for those who didn't play

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oranges
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hitscan laser feedback for those who didn't play

Post by oranges » #592350

If you didn't play in the hitscan laser test merges, but for some reason think you should have an opinion, put it here.


Those who played should go to https://tgstation13.org/phpBB/viewtopic ... 24#p592324
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Re: hitscan laser feedback for those who didn't play

Post by cacogen » #592417

I didn't play in the hitscan laser test merges but I'd like to
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Re: hitscan laser feedback for those who didn't play

Post by oranges » #592443

there's still time
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Re: hitscan laser feedback for those who didn't play

Post by XivilaiAnaxes » #592463

I didn't get around to using the weaponry, but the emitters are more visually impressive.

If it doesn't bloat the code it'd be nice if they stayed that way assuming the weapons get reverted.
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Re: hitscan laser feedback for those who didn't play

Post by Farquaar » #592471

I can understand marking the snarky one-liner comments under the PR as spam, but there are some replies with legitimate feedback that have been marked as spam also. That just ain't disco.
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Re: hitscan laser feedback for those who didn't play

Post by Man_Shroom » #592472

i think that the lasers should only hitscan if you manage to directly click on a person. this will naturally limit their range to the standard screen range, as well as allow counterplay in terms of hiding yourself under tables or what have you. clicking the floor tile under a guy or behind him should make it hitscan the floor and miss the guy. only a direct click on a person should qualify.
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Re: hitscan laser feedback for those who didn't play

Post by PKPenguin321 » #592478

dodging lasers is fun :(
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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oranges
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Re: hitscan laser feedback for those who didn't play

Post by oranges » #592505

Farquaar wrote:I can understand marking the snarky one-liner comments under the PR as spam, but there are some replies with legitimate feedback that have been marked as spam also. That just ain't disco.
maybe you should copy paste them here then print them out and shove them up your ass
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Re: hitscan laser feedback for those who didn't play

Post by Farquaar » #592515

oranges wrote:
Farquaar wrote:I can understand marking the snarky one-liner comments under the PR as spam, but there are some replies with legitimate feedback that have been marked as spam also. That just ain't disco.
maybe you should copy paste them here then print them out and shove them up your ass
Nah.
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Re: hitscan laser feedback for those who didn't play

Post by Flatulent » #592519

making lasers hitscan removes any element of strategy about firefights, significantly buffs security because most of the times sec would miss disabler shots and criminals could dodge lasers in hallways.

if you wish to buff lasers this isnt a correct way to do it. perhaps you could increase projectile speed or tweak damage but making travel instant is a terrible idea

Also im curious how laser deflection is supposed to work? Guaranteed laser damage on whoever shot guy with eshield?
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Re: hitscan laser feedback for those who didn't play

Post by saprasam » #592520

PKPenguin321 wrote:dodging lasers is fun :(
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Re: hitscan laser feedback for those who didn't play

Post by Ffakka » #592579

I really subscribe to the "dodging is fun and a valuable addition of skill to combat" argument, I also think lasers are pathetic and would rather fight nukies with bolas and stunbatons at their current powerlevel. Countering lasers is easy, but I don't see why we should just make it instant and remove "freedom" from combat instead of just buffing laser in less dramatic ways. Make it shoot faster, projectile a bit faster, and give it 5 more damage or maybe 5 more shots. pick any combination, maybe all at once are a bit much.

instant hits seems too easy and brutal a solution although it looks nice, it will dumb down combat and enable cheaters. maybe this could be a special "death ray" that charges, shoots continuously once fired (which is a big downside imo) and does tons of burn over time and is locked behind some ~40 mins of science. I like what u invented but not where you place it, making sec empty disabler is really, really fun (ofc still possible after this change, just not by playing well but relying on the other guy to aim like a tomato)

Edit: Seems that c*ders know better and shooting faster or faster projectiles will both cause lag issues because this game is a trashcan. in that case, buff damage to 25 to reward hitting with the shitty laser we have now and think about reworking projectiles instead? idk what can be done, but instantly hitting "good" lasers seem more boring to methan slow af "bad" projectile lasers, especially when they look like deathrays but hit like a toolbox. im gonna play and test later
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Re: hitscan laser feedback for those who didn't play

Post by oranges » #592631

how would any of you know you haven't played
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Re: hitscan laser feedback for those who didn't play

Post by Ffakka » #592675

oranges wrote:how would any of you know you haven't played
im a coder at heart, i dont need to play to know better
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Re: hitscan laser feedback for those who didn't play

Post by cacogen » #592683

I used a hitscan emitter to break open secure crates on locally hosted code to test probabilities of them exploding and I remember the 'muzzle flash' on the emitter looked bad and I think one shot hit you three times or something which was confusing
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Re: hitscan laser feedback for those who didn't play

Post by PKPenguin321 » #592702

oranges wrote:how would any of you know you haven't played
dodging lasers being fun already existed when i have played
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
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Re: hitscan laser feedback for those who didn't play

Post by Shadowflame909 » #641962

i think we should discuss this for the next maintainer discord meeting

# remoove stunbatons

#give all antags with stinky hands stinky op disabler hands so its theoretically dodgeable but not really in practice

this is a good necro because everyone who posted in this thread is still active on the forums
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