Bring back tactical resting
- sinfulbliss
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Bring back tactical resting
Although this was a misfeature initially, I think tactical resting adds depth to combat and makes a lot of sense as a feature of its own.
Previously resting targets had to be clicked in order to be hit, even from afar with guns. It was a tradeoff, though, since resting severely restricted your movement speed. It was its own unique mechanic as a method of dodging and it's a shame to see it gone as this simplifies combat.
It also made sense realistically - laying down on the ground makes you a harder target to hit in a gunfight. The fact someone can, without even seeing a target, fire shots in their general direction across the halls and hit them, even while they're prone on the ground, doesn't make much sense.
The way it's treated now, shots won't hit prone targets if they're in crit unless they're clicked. This is counterintuitive and it doesn't make much sense why the bullets would somehow "know" to avoid targets in crit.
Previously resting targets had to be clicked in order to be hit, even from afar with guns. It was a tradeoff, though, since resting severely restricted your movement speed. It was its own unique mechanic as a method of dodging and it's a shame to see it gone as this simplifies combat.
It also made sense realistically - laying down on the ground makes you a harder target to hit in a gunfight. The fact someone can, without even seeing a target, fire shots in their general direction across the halls and hit them, even while they're prone on the ground, doesn't make much sense.
The way it's treated now, shots won't hit prone targets if they're in crit unless they're clicked. This is counterintuitive and it doesn't make much sense why the bullets would somehow "know" to avoid targets in crit.
Spoiler:
- Itseasytosee2me
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- Location: Space Station 13
Re: Bring back tactical resting
https://github.com/tgstation/tgstation/pull/61768
Heres a PR I made A while ago to do something with this and mothblocks says that it can come back if something that I don't understand is implemented.
Heres a PR I made A while ago to do something with this and mothblocks says that it can come back if something that I don't understand is implemented.
This is my biggest problem with the current state of resting, arbitrary bullet avoidance. And plus its flavorful to go prone in a fire fight.sinfulbliss wrote: ↑Fri Sep 09, 2022 12:38 am
The way it's treated now, shots won't hit prone targets if they're in crit unless they're clicked. This is counterintuitive and it doesn't make much sense why the bullets would somehow "know" to avoid targets in crit.
- Sincerely itseasytosee
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- iamgoofball
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Re: Bring back tactical resting
wavedashing is not coming back, full stop
- sinfulbliss
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Re: Bring back tactical resting
"A solution that forces mouse opacity to tile while resting"Itseasytosee2me wrote: ↑Fri Sep 09, 2022 1:42 am https://github.com/tgstation/tgstation/pull/61768
Heres a PR I made A while ago to do something with this and mothblocks says that it can come back if something that I don't understand is implemented.
Not 100% what they meant by this but maybe they want it so that if you click the tile the resting person is on it hits them instead of needing to hunt their sprite down.
Spoiler:
- Itseasytosee2me
- Joined: Sun Feb 21, 2021 1:14 am
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- Location: Space Station 13
Re: Bring back tactical resting
I talked in discord at that seems like what they are trying to say. But in my eyes the main issue with tactical resting was that at a certain distance you would be unhittable, because you would be able to crawl out of the way by the time the bullet would have hit the space you were.sinfulbliss wrote: ↑Fri Sep 09, 2022 3:50 am"A solution that forces mouse opacity to tile while resting"Itseasytosee2me wrote: ↑Fri Sep 09, 2022 1:42 am https://github.com/tgstation/tgstation/pull/61768
Heres a PR I made A while ago to do something with this and mothblocks says that it can come back if something that I don't understand is implemented.
Not 100% what they meant by this but maybe they want it so that if you click the tile the resting person is on it hits them instead of needing to hunt their sprite down.
- Sincerely itseasytosee
See you later
See you later
- Itseasytosee2me
- Joined: Sun Feb 21, 2021 1:14 am
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Re: Bring back tactical resting
Few things are without repair, my good ball.
- Sincerely itseasytosee
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- sinfulbliss
- Joined: Thu Apr 04, 2019 8:53 am
- Byond Username: SinfulBliss
- Location: prisoner re-education chamber
Re: Bring back tactical resting
Yeah if my memory serves correct that was definitely the case, but I believe it was a pretty significant distance (like a few more tiles and they wouldn't be visible). That seemed intuitive to me - if the opponent is further from you, it's harder to shoot them (both standing and resting).Itseasytosee2me wrote: ↑Fri Sep 09, 2022 7:01 am But in my eyes the main issue with tactical resting was that at a certain distance you would be unhittable, because you would be able to crawl out of the way by the time the bullet would have hit the space you were.
The downside of removing it is now someone can spray lasers down a maint corridor blindly and hit every single shot with perfect accuracy, because you can't dodge them anymore.
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- Helios
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Re: Bring back tactical resting
Sleeping people dodging shots like people in crit would be great.
- CPTANT
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Re: Bring back tactical resting
I think a compromise would be good, like having a certain percentage chance to hit someone prone, to simulate being a smaller target.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
- oranges
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Re: Bring back tactical resting
lol fuck off you spoon
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Re: Bring back tactical resting
I don't understand why sprite hunt would be removed for project weapons but not from melee weapons. Sprite hunt combat kinda sucks.sinfulbliss wrote: ↑Fri Sep 09, 2022 3:50 am"A solution that forces mouse opacity to tile while resting"Itseasytosee2me wrote: ↑Fri Sep 09, 2022 1:42 am https://github.com/tgstation/tgstation/pull/61768
Heres a PR I made A while ago to do something with this and mothblocks says that it can come back if something that I don't understand is implemented.
Not 100% what they meant by this but maybe they want it so that if you click the tile the resting person is on it hits them instead of needing to hunt their sprite down.
- EmpressMaia
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- Kolinko
- Joined: Fri Aug 09, 2019 10:51 pm
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Re: Bring back tactical resting
Makes sense to me. You drop to the ground to avoid projectiles and they have to focus their aim on you to start hitting again.
It being a 100% chance to hit if they're clicked on and 0% chance to hit if they're not is pretty bland, though. How about throwing more RNG at it too?
It being a 100% chance to hit if they're clicked on and 0% chance to hit if they're not is pretty bland, though. How about throwing more RNG at it too?
- Cobby
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Re: Bring back tactical resting
dodging bullets by getting on the ground was kinda epic, its wont be like times of old since we have made it pretty impossible to do it reliably (theres a delay on getting back up so youre slow aka freekill)
Voted best trap in /tg/ 2014-current
- Itseasytosee2me
- Joined: Sun Feb 21, 2021 1:14 am
- Byond Username: Rectification
- Location: Space Station 13
Re: Bring back tactical resting
This would be more feasible if we buffed the negative effects of being grounded.
- Sincerely itseasytosee
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- Cobby
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Re: Bring back tactical resting
being slow is already ruining, if you're rest-weaving you're making a last ditch effort.
Voted best trap in /tg/ 2014-current
- Itseasytosee2me
- Joined: Sun Feb 21, 2021 1:14 am
- Byond Username: Rectification
- Location: Space Station 13
Re: Bring back tactical resting
Not enough. Add being instantly decapitated by fire axes while grounded.
- Sincerely itseasytosee
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