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[MIRROR] Partial revert of "Heretic Rebalance - Main Knowledge gives free Side points" (the side path part) #720

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merged 1 commit into from
Nov 20, 2023

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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#25115
Original PR: tgstation/tgstation#79804

About The Pull Request

Heretics no longer get free sidepath points.

Why It's Good For The Game

In the time since this PR was merged ascension rates have almost doubled, which I do not want.

Ascension rate of heretics should be about 5%, and on average they have gotten up to as high as 10%.

I am of the belief heretics get too much free stuff now, with mid-late game heretics having a dozen spells.

Furthermore, I do not believe this succeeded in what it aimed to do - the original intent was to make heretics less meta-y and more encouraged to experiment with sidepaths, but instead heretics use the sidepath points to rush the best spells every time.

I would be open to trying this again, but it would have to accompany a rework of how side paths work in general.

heretic1

Changelog

🆑 Melbert
del: Heretic side path points are gone
/:cl:

…free Side points" (the side path part) [MDB IGNORE] (#25115)

* Partial revert of "Heretic Rebalance - Main Knowledge gives free Side points" (the side path part)

* Update heretic_antag.dm

* Update heretic_antag.dm

---------

Co-authored-by: MrMelbert <[email protected]>
Co-authored-by: Bloop <[email protected]>
@Iajret Iajret merged commit fbee9a5 into master Nov 20, 2023
24 checks passed
@Iajret Iajret deleted the upstream-mirror-25115 branch November 20, 2023 12:13
AnywayFarus added a commit that referenced this pull request Nov 20, 2023
Iajret pushed a commit that referenced this pull request Feb 1, 2024
… occupied. (#720)

* Mech wire panels can no longer be accessed while the mech is occupied. (#81194)

## About The Pull Request
- The screwdriver_act() proc is blocked if the mech's occupant list
isn't empty.
- Entering a mech also force-sets the panel closed.
- Fixes an incorrect comment.
## Why It's Good For The Game
I think mech wires were dumb to begin with, but that's not the hill I'm
here to die on today.

The ability to mess with mech wires while the mech is piloted doesn't
really make anti-mech combat better. Pilot gets a big giant text
warning, if they're looking at the text window, but if not the wires can
be quick-snipped once the do-after is done. If you were in the middle of
typing, you have a short window to close the text box and get back to
moving before the panel is open (and you cannot close it without exiting
the mech). At the same time, there's no real way to combo into it, so
it's _only_ really useful against mechs otherwise distracted, or as
cheese when the mech is in a corner. Then we put things like weapon
disabling and forced overclocking (and thus, damage) into the wires, so
cutting everything cripples the vehicle.

In short, it's stupid powerful when it works, and yet it only works
against inattentive players unaware of the mech wire system. An overly
cheesy anti-mech strat when the go-to should be EMPs.

You can still steal unoccupied mechs, I guess, go nuts.
## Changelog
:cl:
balance: Mech wire panels are now blocked when the mech is occupied. I
guess it was moved to be behind the seat.
/:cl:

* Mech wire panels can no longer be accessed while the mech is occupied.

---------

Co-authored-by: zxaber <[email protected]>
ReezeBL pushed a commit that referenced this pull request Feb 6, 2024
… occupied. (#720) (#1784)

* Mech wire panels can no longer be accessed while the mech is occupied. (#81194)

## About The Pull Request
- The screwdriver_act() proc is blocked if the mech's occupant list
isn't empty.
- Entering a mech also force-sets the panel closed.
- Fixes an incorrect comment.
## Why It's Good For The Game
I think mech wires were dumb to begin with, but that's not the hill I'm
here to die on today.

The ability to mess with mech wires while the mech is piloted doesn't
really make anti-mech combat better. Pilot gets a big giant text
warning, if they're looking at the text window, but if not the wires can
be quick-snipped once the do-after is done. If you were in the middle of
typing, you have a short window to close the text box and get back to
moving before the panel is open (and you cannot close it without exiting
the mech). At the same time, there's no real way to combo into it, so
it's _only_ really useful against mechs otherwise distracted, or as
cheese when the mech is in a corner. Then we put things like weapon
disabling and forced overclocking (and thus, damage) into the wires, so
cutting everything cripples the vehicle.

In short, it's stupid powerful when it works, and yet it only works
against inattentive players unaware of the mech wire system. An overly
cheesy anti-mech strat when the go-to should be EMPs.

You can still steal unoccupied mechs, I guess, go nuts.
## Changelog
:cl:
balance: Mech wire panels are now blocked when the mech is occupied. I
guess it was moved to be behind the seat.
/:cl:

* Mech wire panels can no longer be accessed while the mech is occupied.

---------

Co-authored-by: NovaBot <[email protected]>
Co-authored-by: zxaber <[email protected]>
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3 participants