BeeStation-Hornet
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Stun baton rebalancing
About The Pull Request
- Reduces stun baton stun damage from 75 to 40.
- Stun baton's attack will now deal the same effect that disarming someone does
- New jitter animation when attacked by stun baton.
- Mobs who are put into stamina crit by the stun baton will now scream
Why It's Good For The Game
The stun baton is frankly too powerful, it deals so much damage that it can drop almost all enemies in the game within 2 hits, even if they have stamina protecting armour. Going against a stun baton is almost impossible with melee weapons and it has a 75% win-rate so far, with the only weapons being able to beat it being ranged weapons or many vs 1 situations.
This PR makes it so that the stun baton now requires 3 hits to stun an enemy at base, going up to 4 or 5 is the target is armoured. This brings it more in line with other melee options, making melee combat against a stun baton possible.
The stun baton will now provide the same secondary effects that an unarmed disarm attack provides, pushing enemies back and knocking them down if they are pushed into a person or wall. This makes positioning with and against stun batons much more important and makes them a strong weapon against armed opponents, without making them completely unbeatable.
Since the pushback effect can knock enemies down, mobs who are in stamina crit will now scream which provides an audio and visual cue for when enemies have actually been placed into stamcrit (since being horizontal is no longer enough, if you shove them aganist a wall then they can still attack back).
This may be quite a contraversial change and will be going into testmerge.
Testing Photographs and Procedure
https://github.com/BeeStation/BeeStation-Hornet/assets/26465327/d0b1e5ec-7288-4dbf-a5e1-d2c4c3a1e29c
Changelog
:cl: balance: Rebalances the stun baton, reducing its damage and giving it the secondary effect of triggering the disarm effect against opponents. /:cl: