Slightly Lowering the aggro grab resist probability
- Tohg7.
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Slightly Lowering the aggro grab resist probability
I was thinking about if the Aggro Grab resist probability was lowered to 50 from 60, it would be more tolerable.
Why i think this would help the game: simply put, it would make going into a neck grab rely on equal odds instead of unfavorable odds and it would make Shove-Grab-Shove-Shove easier to pull off.
Why i think this would help the game: simply put, it would make going into a neck grab rely on equal odds instead of unfavorable odds and it would make Shove-Grab-Shove-Shove easier to pull off.
- Mothblocks
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Re: Slightly Lowering the aggro grab resist probability
core combat relying on rng stuff like this isnt fun, thats why we made disarms what they are now
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Re: Slightly Lowering the aggro grab resist probability
Sounds like grabs should take a predetermined number of resists to get out ofJaredfogle wrote:core combat relying on rng stuff like this isnt fun, thats why we made disarms what they are now
- Mothblocks
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Re: Slightly Lowering the aggro grab resist probability
you'd probably be right
Head Coder of /tg/station, hi!Shaps-cloud wrote: ↑Mon Dec 07, 2020 7:59 am May eventually become one of the illusive maintainer-headmins if they choose to pursue that path, having a coder in the senior admin leadership has usually been positive for both sides in the past.
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Re: Slightly Lowering the aggro grab resist probability
yeahSkeletalElite wrote:Sounds like grabs should take a predetermined number of resists to get out ofJaredfogle wrote:core combat relying on rng stuff like this isnt fun, thats why we made disarms what they are now
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Re: Slightly Lowering the aggro grab resist probability
I dont mind the RNG so long as there is a more reliable overarching mechanic, but i sure as heck hate GBJ.
Ive said previously grabs in general should not be viable alone, and the longer you are in a grab the higher chance you have of getting out of it.
Ive said previously grabs in general should not be viable alone, and the longer you are in a grab the higher chance you have of getting out of it.
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Re: Slightly Lowering the aggro grab resist probability
if you want your grabs to last longer, rough them up a bit before grabbing them. stamina damage works doubly well for this
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Re: Slightly Lowering the aggro grab resist probability
Imagine fighting instead of upgrading your department to run more efficiently
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- BrotherBeyond
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Re: Slightly Lowering the aggro grab resist probability
You can resist twice every time you can resist. First by trying to move and once by trying to resist.
- NecromancerAnne
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Re: Slightly Lowering the aggro grab resist probability
If you can still do that, then it's bugged, since someone pr'd to prevent that a while ago. You should have a resist attempt every 4 seconds.BrotherBeyond wrote:You can resist twice every time you can resist. First by trying to move and once by trying to resist.
I set it to 60% a while ago and frankly it was overshooting it. Someone wanted to bring it down to 30% but got shot down.
The biggest sticking point is obviously that the rng system was always going to be absolute ass and I've been thinking for a while exactly what system should replace it. I think I have something in mind but I want to get it right and talk with a few people to get their impressions. The idea being something closer to the shove rework and incorporating similar systems, and turning grabbing from full restraint to a step towards subduing someone while stopping them getting away. And most importantly, preventing grabs being hardstuns, but limiting that person's options and only preventing the target of the grab from moving away from you and allowing you to control their mobility for a time AND utilizing zero rng at all, the effects just occur if you're in the right circumstances, much like shoves.
A lot of it was waiting specifically on Rohesie's mobility changes too, so I think it might be feasible now that most of the mobility stuff utilizes traits.
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Re: Slightly Lowering the aggro grab resist probability
dont you just love it when you cqc someone and they literally dont get stopped for even a frame, what have you done anne
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Re: Slightly Lowering the aggro grab resist probability
I didn't do shit. Aggrograbbers were always fucked by rng by being attached to an rng system. Old Scarp was real bad for it given the over reliance on stomach knee, which had double resists at the time cucking the shit out of it about as often.
At the very least, it doesn't stop the combo so your second grab will hardstun the target.
At the very least, it doesn't stop the combo so your second grab will hardstun the target.
- Flatulent
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Re: Slightly Lowering the aggro grab resist probability
Yes you did, you completely fucked the chances of aggrograb
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Re: Slightly Lowering the aggro grab resist probability
This game is about talking to your friends anyway
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Re: Slightly Lowering the aggro grab resist probability
nope, not anymore; anne's PR removed thatPKPenguin321 wrote:if you want your grabs to last longer, rough them up a bit before grabbing them. stamina damage works doubly well for this
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Re: Slightly Lowering the aggro grab resist probability
One easy fix right now is changing the resting check to whether they're standing or not then boom it goes from 60 to 30.
Why it checks for resting is a true mystery but there you go. Maybe PKP thought resting and being knocked down were the same thing? I'd argue that's a fix if anything simply because you need to deliberately choose to rest, and the pr that added that feature was before the resting changes that no longer made it a weird knockdown, and long before most of the modern mobility changes.
Why it checks for resting is a true mystery but there you go. Maybe PKP thought resting and being knocked down were the same thing? I'd argue that's a fix if anything simply because you need to deliberately choose to rest, and the pr that added that feature was before the resting changes that no longer made it a weird knockdown, and long before most of the modern mobility changes.
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Re: Slightly Lowering the aggro grab resist probability
RNG in some situations is good. It stops the game from becoming a spreadsheet. It's when RNG can't be compensated for (in either direction) that it becomes bad. So roughing someone up to reduce their RNG chance to break from a grab? That's good RNG. In the same vein, there should be some way for the grabbed to tip the scales (slightly) in their direction. Not like pump-up, it needs to be reactionary. Like if you're aggrograbbed you can hit them with harm intent to cause brute damage and slightly improve the RNG resist chance (based on how much the grabber is hurt). (Like IRL if someone grabs you, you knee them/elbow them)
It wouldn't be foolproof, and you're still likely to lose, but you get AGENCY. Which makes it feel less like you're taking an immediate L.
Speaking of grabs, I notice that CQC can repeatedly lock you into a restraining position, leaving you hardstunned even after being tossed out of the kitchen. Like, how are you restrained when you're no longer anywhere near the person restraining you? Did they tie your arms into a bow? You can even chain it to permastun your victim.
It wouldn't be foolproof, and you're still likely to lose, but you get AGENCY. Which makes it feel less like you're taking an immediate L.
Speaking of grabs, I notice that CQC can repeatedly lock you into a restraining position, leaving you hardstunned even after being tossed out of the kitchen. Like, how are you restrained when you're no longer anywhere near the person restraining you? Did they tie your arms into a bow? You can even chain it to permastun your victim.
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