Test 5: 2 DEADLY 4 U
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Test 5: 2 DEADLY 4 U
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
interesting, but at the same time for what purpose
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Re: Test 5: 2 DEADLY 4 U
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
Edit: Strawpoll the sequel: https://strawpoll.me/7159236
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Re: Test 5: 2 DEADLY 4 U
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
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
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
Buckshot will also annihilate entire rooms, dealing 95 at point blank
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Re: Test 5: 2 DEADLY 4 U
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
I honestly can't wait to buy the revolver as a traitor
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Re: Test 5: 2 DEADLY 4 U
I'm up for a deadlier station but not like this, I'd rather have stuff like bullets embedding.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
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Re: Test 5: 2 DEADLY 4 U
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)TechnoAlchemist wrote:I honestly can't wait to buy the revolver as a traitor
esword ebow will be stupid effective
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Re: Test 5: 2 DEADLY 4 U
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.
Bad test
Bad test
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Re: Test 5: 2 DEADLY 4 U
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
yep. get with the times niknakZilenan91 wrote:The No Common test got ended I thought
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Re: Test 5: 2 DEADLY 4 U
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?
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
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
Should I even try joining if every round devolves to endless revolver murderbone?
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Re: Test 5: 2 DEADLY 4 U
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
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.Hornygranny wrote: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
Test six: removing medical
Test seven: manual breathing
Test seven: manual breathing
Law 0: Secborg din do nuffin.
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Re: Test 5: 2 DEADLY 4 U
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.
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
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
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.
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
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
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?
>KEEP GOING, THE CODECUCK DEMANDS IT
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?
>People are complaining that this is already awfulHornygranny wrote:I'm postponing this until the glaring bugs get resolved (and the second attempt will probably be more than 50% health)
>KEEP GOING, THE CODECUCK DEMANDS IT
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Re: Test 5: 2 DEADLY 4 U
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.
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.
Last edited by Ricotez on Wed Mar 23, 2016 1:03 pm, edited 1 time in total.
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Re: Test 5: 2 DEADLY 4 U
Buffing lethals like the laser, 10mm etc is a better option than flat out cutting health.
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.
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Re: Test 5: 2 DEADLY 4 U
Oh boy it's everything I ever wanted.
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Re: Test 5: 2 DEADLY 4 U
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
Remember when we got a chemistry overhaul because the old one was just "one-click healing".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.
Yeah....
Re: Test 5: 2 DEADLY 4 U
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.
I was actually planning on implementing a config option to modify damage received in the Apply_Damage procs of human.dmZilenan91 wrote:Changing the health of people would probably be simpler than changing the values of every single item in the entire game
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
Reminder that weapons are balanced for 100 damage to crit
Re: Test 5: 2 DEADLY 4 U
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.
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
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.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.
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
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.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.
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.
Re: Test 5: 2 DEADLY 4 U
As easily solved as putting an { if istype(item\projectile) use PROJECTILE_DAM_MOD else use MELEE_DAM_MOD } statement inEaglendia wrote: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.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.
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
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.
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
We could always remove the revolver if it limits lethality design too much.
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Re: Test 5: 2 DEADLY 4 U
Or we could not run changed that throw all previous ideas of balance out the window and fucks the gameplay sidewaysZilenan91 wrote:We could always remove the revolver if it limits lethality design too much.
I'm not excited to see this tested
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Re: Test 5: 2 DEADLY 4 U
Maybe increase how fast you bleed out and have guns cause more bleeding?
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Re: Test 5: 2 DEADLY 4 U
For fucks sakes guys I've been recommending to increase the damage of all items since forever.
30 damage metal rods when?
30 damage metal rods when?
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Re: Test 5: 2 DEADLY 4 U
next time the test rolls around there will be a weapon damage multiplier instead of a human health change
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
i have three other top secret characters as well.
tell the best admin how good he is
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