Test 5: 2 DEADLY 4 U

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Test 5: 2 DEADLY 4 U

Post by Hornygranny » #163873

The crit and dead health levels have been changed to 50 and 0, a reduction of the health pool by 50%.
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Re: Test 5: 2 DEADLY 4 U

Post by PKPenguin321 » #163875

interesting, but at the same time for what purpose
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Re: Test 5: 2 DEADLY 4 U

Post by Steelpoint » #163876

Three hit crits with most guns?

Armour even more useless?

Neat.
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Re: Test 5: 2 DEADLY 4 U

Post by Puglord » #163879

Hardcore SS13
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Re: Test 5: 2 DEADLY 4 U

Post by Luke Cox » #163880

Finally, a test that makes goddamn sense. 50 might be a little low but I'm all for a deadlier station.

Edit: Strawpoll the sequel: https://strawpoll.me/7159236
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Re: Test 5: 2 DEADLY 4 U

Post by Saegrimr » #163881

This test probably needs to run longer than a few hours unlike the comms one, even if it does seem to suck at first. There's a lot of aspects this affects.
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Re: Test 5: 2 DEADLY 4 U

Post by Zilenan91 » #163883

I can't imagine how disgusting holoparasites are
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Re: Test 5: 2 DEADLY 4 U

Post by onleavedontatme » #163884

Zilenan91 wrote:I can't imagine how disgusting holoparasites are

Twice as easy to kill though.
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Re: Test 5: 2 DEADLY 4 U

Post by Zilenan91 » #163885

Chaos parasites though. They just fly through and suddenly everyone dies instantly to all the fire

Buckshot will also annihilate entire rooms, dealing 95 at point blank
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Re: Test 5: 2 DEADLY 4 U

Post by Luke Cox » #163894

Maybe we should start with a 25% health reduction and raise/lower it accordingly
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Re: Test 5: 2 DEADLY 4 U

Post by TechnoAlchemist » #163904

I honestly can't wait to buy the revolver as a traitor
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Re: Test 5: 2 DEADLY 4 U

Post by 1g88a » #163907

Luke Cox wrote:Finally, a test that makes goddamn sense. 50 might be a little low but I'm all for a deadlier station.

Edit: Strawpoll the sequel: https://strawpoll.me/7159236
I'm up for a deadlier station but not like this, I'd rather have stuff like bullets embedding.
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Re: Test 5: 2 DEADLY 4 U

Post by PKPenguin321 » #163914

TechnoAlchemist wrote:I honestly can't wait to buy the revolver as a traitor
dont waste your TCs, get an esword. they're balanced around 100 health by specifically requiring 4 hits to crit, now they'll do it in two (probably even against sec officers)
esword ebow will be stupid effective
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Re: Test 5: 2 DEADLY 4 U

Post by NikNakFlak » #163918

Excuse me, running two tests at once messes up the variables. You can't know if the outcome you get is influenced by the other test going on at the same time. This is basic experimental procedure.
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Re: Test 5: 2 DEADLY 4 U

Post by Zilenan91 » #163920

The No Common test got ended I thought
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Re: Test 5: 2 DEADLY 4 U

Post by 1g88a » #163923

The health test began literally the next round after the radio test ended afaik.
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Re: Test 5: 2 DEADLY 4 U

Post by PKPenguin321 » #163924

Zilenan91 wrote:The No Common test got ended I thought
yep. get with the times niknak
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Re: Test 5: 2 DEADLY 4 U

Post by Archie700 » #163925

Stamina damage with this test is pretty fucked.

EDIT: Apparently stamina damage does not recover with this test unless you sleep it off. Is it a bug or a feature?
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Re: Test 5: 2 DEADLY 4 U

Post by lumipharon » #163932

This is completely rediculous. Revolver tators are just 1 hit murdering the entire crew down, there is basically nothing you can do.
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Re: Test 5: 2 DEADLY 4 U

Post by Zilenan91 » #163933

Should I even try joining if every round devolves to endless revolver murderbone?
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Re: Test 5: 2 DEADLY 4 U

Post by Hornygranny » #163949

I'm postponing this until the glaring bugs get resolved (and the second attempt will probably be more than 50% health)
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Re: Test 5: 2 DEADLY 4 U

Post by 1g88a » #163952

Hornygranny wrote:I'm postponing this until the glaring bugs get resolved (and the second attempt will probably be more than 50% health)
Thank you, it was horrifying having every stamina weapon being a perma stun. A sec officer with poor aim could cripple half the station before they figured out they had to sleep to recoup their stamina loss.
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Re: Test 5: 2 DEADLY 4 U

Post by Davidchan » #163956

Test six: removing medical

Test seven: manual breathing
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Re: Test 5: 2 DEADLY 4 U

Post by Steelpoint » #163962

A health value change is interesting but needs to be tempered.

Your honestly better off looking into buffing all weapon and item damage values instead of changing the health of people.
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Re: Test 5: 2 DEADLY 4 U

Post by Zilenan91 » #163966

Changing the health of people would probably be simpler than changing the values of every single item in the entire game
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Re: Test 5: 2 DEADLY 4 U

Post by Steelpoint » #163968

Difference is weapon damage is based around the 200/100 health system, not a 100/50 health system.

Again, Revolvers are a one shot crit, only the HoS and maybe the Captain (based on RNG) can survive one shot at only 2 HP left. Eswords, Lasers Guns and 15 damaging weapons suddenly becomes godly effective.

Best way forward for this is either being more gentle and reducing to 75 ish HP, or rebalancing all items in the game.
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Re: Test 5: 2 DEADLY 4 U

Post by Incoming » #163970

Everything in the game is based around a 200/100 health system. Those config options were added in late 2011, but I doubt anyone ever really balanced around them.
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Re: Test 5: 2 DEADLY 4 U

Post by ShadowDimentio » #163988

Zil you did this to us

You suggested it and then immediately followed it up with THIS IS JUST A THEORY AND IS A BAD IDEA

But you did this to us

When can we stop running shitty changes and go back to good old SS13?
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Re: Test 5: 2 DEADLY 4 U

Post by Ricotez » #163990

The game is balanced around 200 health that goes from 100 to -100 and crit at 0.

For example, your limbs can only take 75 damage each, so that you can't go into crit from maximum damage to just 1 limb.

This is a very silly change, if you really want stuff to be more deadly make it harder to heal damage.
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Re: Test 5: 2 DEADLY 4 U

Post by CPTANT » #163992

Buffing lethals like the laser, 10mm etc is a better option than flat out cutting health.
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Re: Test 5: 2 DEADLY 4 U

Post by Incomptinence » #163997

Oh boy it's everything I ever wanted.

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Re: Test 5: 2 DEADLY 4 U

Post by ThanatosRa » #164084

What about bumping it up to 60. Or even 75. And doing the test when I can be home from work to test it.
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Re: Test 5: 2 DEADLY 4 U

Post by Hornygranny » #164107

Once the issues related to the config changes are fixed I'm thinking 75.
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Re: Test 5: 2 DEADLY 4 U

Post by GeeElAge » #164220

Ricotez wrote:The game is balanced around 200 health that goes from 100 to -100 and crit at 0.

For example, your limbs can only take 75 damage each, so that you can't go into crit from maximum damage to just 1 limb.

This is a very silly change, if you really want stuff to be more deadly make it harder to heal damage.
Remember when we got a chemistry overhaul because the old one was just "one-click healing".

Yeah....
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Re: Test 5: 2 DEADLY 4 U

Post by Malkevin » #164232

Steelpoint wrote:A health value change is interesting but needs to be tempered.

Your honestly better off looking into buffing all weapon and item damage values instead of changing the health of people.
Zilenan91 wrote:Changing the health of people would probably be simpler than changing the values of every single item in the entire game
I was actually planning on implementing a config option to modify damage received in the Apply_Damage procs of human.dm


Basically it would do this:
dam = min(weapon.force * DAMAGE_MODIFIER, or DAMAGE_CAP)
armorcalcs(dam)

For those that can't into code:
It grabs the force value of the weapon item as the damage to apply (as it does now)
It multiplies that by the DAMAGE_MODIFIER definition.
It compares that value to the DAMAGE_CAP define then takes the smaller of the two (to prevent one hit kills)
Then it does the armor calcs, etc


Quick and dirty way of buffing weapon damage, but its a lot more convenient than going through all the force values and tweaking them by hand - which is overboard for running a quick test of things.
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Re: Test 5: 2 DEADLY 4 U

Post by Grazyn » #164244

Reminder that weapons are balanced for 100 damage to crit
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Re: Test 5: 2 DEADLY 4 U

Post by Malkevin » #164252

Weapons are balanced to be shit - 10 hits into someone's noggin with a fire extinguisher just crit them?
Five laser hits
20 hits with an industrial wrench?

And you wonder why combat revolves around stuns.
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Re: Test 5: 2 DEADLY 4 U

Post by Eaglendia » #164259

Malkevin wrote:Weapons are balanced to be shit - 10 hits into someone's noggin with a fire extinguisher just crit them?
Five laser hits
20 hits with an industrial wrench?

And you wonder why combat revolves around stuns.
The foremost issue to be addressed with a change like this is a buff across the board unbalances ranged weapons. I can easily picture a healthy environment in which most melee and throwing weapons deal 1.5x to 2x their normal damage (some things might definitely require fine adjustnent), but a blanket modifier like this one would have revolvers and shotgun lethals doing 120+ a shot.

Our medical system isn't robust enough to adequately represent the consequences of getting shot, so there isn't really a better way to add additional lethality to ballistics beyond more damage, stamina damage, or knockdown/KO. But you can see how balance issues might begin to arise when people aren't resilient to a single bullet. You could argue, of course, that a taser shot is already instant death, but the weapons and projectiles involved have different properties, and getting stunned has different gameplay consequences than outright dying to one round.
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Re: Test 5: 2 DEADLY 4 U

Post by CPTANT » #164261

Malkevin wrote:Weapons are balanced to be shit - 10 hits into someone's noggin with a fire extinguisher just crit them?
Five laser hits
20 hits with an industrial wrench?

And you wonder why combat revolves around stuns.
That has always been the problem, dedicated weapons meant to operate without restriction do complete shit and require 5 shots to disable someone and the taser 1 shot gg's them.
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Re: Test 5: 2 DEADLY 4 U

Post by Malkevin » #164269

Eaglendia wrote:
Malkevin wrote:Weapons are balanced to be shit - 10 hits into someone's noggin with a fire extinguisher just crit them?
Five laser hits
20 hits with an industrial wrench?

And you wonder why combat revolves around stuns.
The foremost issue to be addressed with a change like this is a buff across the board unbalances ranged weapons. I can easily picture a healthy environment in which most melee and throwing weapons deal 1.5x to 2x their normal damage (some things might definitely require fine adjustnent), but a blanket modifier like this one would have revolvers and shotgun lethals doing 120+ a shot.

Our medical system isn't robust enough to adequately represent the consequences of getting shot, so there isn't really a better way to add additional lethality to ballistics beyond more damage, stamina damage, or knockdown/KO. But you can see how balance issues might begin to arise when people aren't resilient to a single bullet. You could argue, of course, that a taser shot is already instant death, but the weapons and projectiles involved have different properties, and getting stunned has different gameplay consequences than outright dying to one round.
As easily solved as putting an { if istype(item\projectile) use PROJECTILE_DAM_MOD else use MELEE_DAM_MOD } statement in
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Re: Test 5: 2 DEADLY 4 U

Post by Venticular » #164270

I think we should do a test where we increase the deadliness of weapons, like Malkevin is suggesting, and decreasing the chance and effectiveness of stuns/disables, like in this thread, so that tasers/stun weapons are not one hit GG without any kind of anti-stun chemicals or implants.

Well, change this test from decreasing health to tweaking the combat system, which is also making it more deadly, so I suppose it could be called the same test.
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Re: Test 5: 2 DEADLY 4 U

Post by Zilenan91 » #164305

We could always remove the revolver if it limits lethality design too much.
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Re: Test 5: 2 DEADLY 4 U

Post by onleavedontatme » #164329

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Re: Test 5: 2 DEADLY 4 U

Post by ShadowDimentio » #164354

Zilenan91 wrote:We could always remove the revolver if it limits lethality design too much.
Or we could not run changed that throw all previous ideas of balance out the window and fucks the gameplay sideways

I'm not excited to see this tested
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Re: Test 5: 2 DEADLY 4 U

Post by Reece » #164412

Maybe increase how fast you bleed out and have guns cause more bleeding?
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Re: Test 5: 2 DEADLY 4 U

Post by yackemflam » #164540

For fucks sakes guys I've been recommending to increase the damage of all items since forever.
30 damage metal rods when?
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A retards guide on how to make a maxcap bomb in toxins.
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You`ll need:
1-6 Plasma tanks 1-6 Oxygen tanks
1-6 tank transfer valve
2 Plasma canister
2 Oxygen canister
1 Yellow (empty) canister
Wrench
Toxins lab access
Science testing lab access

Grab a oxygen tank and a plasma tank and bring them to the testing lab.
Super cool the Oxygen and superheat the Plasma.

Clean out the oxygen and plasma tanks with a filter/pump.

Then you wrench and unwrench the plasma and oxygen tanks in toxins. It`s important tha you do it one at a time. Try to get a 85%plasma and 15% oxygen mix.

Once you have a good burn mix, pump the mix into the burn chamber and light it on fire. Wait 10 seconds for it to heat up and pump it into a yellow (empty) canister.

Quickly set the kpa output to 163 kpa and fill the tanks with the burn mix.

Take the oxygen tanks and fill it up with a 613kpa worth of oxygen FIRST then fill the rest with plasma, you should get well over 2000kpa in the end.

With the new atmos system you should wait 5-10 minutes for you tanks to bake.

Take a tank transfer valve, add a oxygen tank and a plasma tank to it. You should have a maxcap bomb. Have fun blowing up the station mining!
Zilenan91
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Joined: Sun Jul 19, 2015 8:09 pm
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Re: Test 5: 2 DEADLY 4 U

Post by Zilenan91 » #164547

So is there any ETA on when the test will start again?
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Hornygranny
Horny Police
Joined: Tue Apr 15, 2014 4:54 pm
Byond Username: Hornygranny

Re: Test 5: 2 DEADLY 4 U

Post by Hornygranny » #164559

tomorrow provided it works
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Luke Cox
Joined: Sat Dec 06, 2014 8:52 am
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Location: Prisoner Transfer Room

Re: Test 5: 2 DEADLY 4 U

Post by Luke Cox » #164862

Could we try reducing health by 25% this time instead of 50%
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PKPenguin321
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Re: Test 5: 2 DEADLY 4 U

Post by PKPenguin321 » #164865

next time the test rolls around there will be a weapon damage multiplier instead of a human health change
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