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Increase the damage of rubber bullet projectiles #1014
Increase the damage of rubber bullet projectiles #1014
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Upstream simply removed all rubber ammunition from the game, but after some discussion, it seems the balance issues are less severe for us. Raising the blunt damage of rubber bullets to exceed that of disablers — without modifying their stamina damage — is not only a more popular balance tweak, but it also ensures they exceed the automatic healing threshold, which should discourage security players from using rubber bullets by default when a disabler will do just fine.
Upstream: space-wizards/space-station-14#26443 with the issue being that Rubber bullets are too strong as stun-weapons; how does this address the problem? |
It was discussion about that very PR that inspired this change. Our consensus was that the following things were true:
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You forgot .38, except if you want to keep their 3 Blunt. |
Good catch! Thank you for that. |
If this materialises then this will be cool and make this all make sense.
they deal 25 blunt |
They deal 25 blunt at minimum. My thinking is that rubber bullets are a lot less controlled than disablers or batons, and so are more likely to have more hits than necessary to stun. And if there is overlapping fire, or if the officers are too slow to cuff, it is possible that, in rare circumstances, someone gets put into crit when lethals were not justified. But this is only a mechanical incentive. The other half, which is beyond the scope of this PR, is changing the in-character documentation to reinforce that rubbers are not a substitute for a disabler, but an escalation above and beyond, just as lethals are. |
So uh, what's the incentive to use the rubbers; which is behind research, requires more accuracy and more shots hit? |
They fire faster, have a lower time-to-stun, and have a longer endurance before you need to return to sec to rearm. They are the meta on Wizden (hence the aforementioned PR), and we have already seen such starting to creep in here. |
putting this out here, rubbers are gone upstream, and are already a powerful stun tool, at this point eh, worth keeping that up ? |
This PR's initial message and my earlier comment each explain my reasoning:
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fair point, I do believe that rubbers are the ultimate counter to most threat nonethless as security, not sure on if they should be buffed but considering we haven't added disablers to secoff lockers, yeah whynot |
This is only a buff in the strictest sense that their lethal damage is slightly increased. This PR is actually a debuff, because Security players are held to a higher standard and are subject to stricter rules of engagement. This reduces the attractiveness of rubbers because they are rendered more grisly. They remain vastly inferior to standard lethal weapons. |
# Description This PR adds two more drug related moodlets, neither of which are addictions. This would be Space Drugs and Ethanol. # Changelog :cl: - add: Added positive moodlets for drinking Space Drugs and Alcohol.
About the PR
Increases the blunt damage of rubber bullets from 3 to 5. Magnum revolver bullets were changed to 9 to match their greater stamina damage. The expected blunt damage of someone who has been stunned by rubber bullets is thus changed from 15 (9 for revolvers) to 25 (27 for revolvers). No beanbags were
harmedaltered in the making of this PR. They already deal 30 blunt damage per stun anyways.None of the stamina damage values have been changed.
Why / Balance
Upstream simply removed all rubber ammunition from the game, but after some discussion, it seems the balance issues are less severe for us. Raising the blunt damage of rubber bullets to exceed that of disablers — without modifying their stamina damage — is not only a more popular balance tweak, but it also ensures they exceed the automatic healing threshold, which should discourage security players from using rubber bullets by default when a disabler will do just fine.
Media
Changelog
🆑 Fireheart&