BeeStation-Hornet
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Stun baton, Stamina damage & flash changes
About The Pull Request
- Reduces base stamina regeneration rate from 5/s to 3.5/s (Stamina regenerates faster when you have less, so this can't really be used to calculate time to heal)
- Reduces time before stamina starts to regen from 2s to 1s.
- Decreases the damage of the stun baton from 40 to 28
- Flashes now fade out slowly at the edges of your screen.
- Flashes will fully blind for 0.9 seconds
- Flashes will significantly restrain your vision for 4.5 seconds
- The remaining 3.6 seconds will be a gradual fade-out of the flash
- During the 9 second flash effect, a victim mob will be given a crit token
- The stun baton will now critical hit mobs that have the blindness effect, for 2.5x the base damage (70 damage).
- Upon a critical hit affecting you, you will be given the standard melee click cooldown with an animated action bar and a CC0 sound will be played.
- Area flashes now work on the 3x3 area in-front of you and will active when you click on anything other than a mob. This is the same behaviour that the pepperspray deployment has.
- EMPs no longer permanently destroy flashes and will instead just activate them once.
Not all sources of blindness give the critical hit token, for example revolution conversions and welding tools won't give you the blindness indicator.
Why It's Good For The Game
I'm not really happy with the state of the antag/security meta due to a variety of factors (progression, speed at which security can arm up compared to antagonists, antagonist balance (particularly heretics), nanites, lack of secondary gadget use). With this PR I aim to improve some of the secondary gadgets, particularly the flash which has fallen out of use quite significantly.
I like adding some interplay between the stunning and the flashes, since while you can pull it off solo, it's much easier to do with multiple people around.
I made flashes directional like the peppercloud so that it's harder to accidentally flash your fellow security members.
I am also not happy with how the stun baton can out-class almost any melee weapon in the game (except for blocking which I have plans to change) so I think a damage reduction to bring it in-line with other weapons is in order.
Testing Photographs and Procedure
Effects of being flashed:
https://github.com/user-attachments/assets/c52890a2-194f-4592-80ed-fed411e52f1a
Critical hit effect:
https://github.com/user-attachments/assets/3206fa90-791f-4208-9b70-2b96dc7477de
Directional flashing:
https://github.com/user-attachments/assets/9fef89eb-d759-4360-8a89-ee109c8c5cc2
Stun baton times:
https://github.com/user-attachments/assets/47a204c2-a6fd-49fc-9ac5-d086c6b9ce96
Critical hit attacks:
https://github.com/user-attachments/assets/b4c50640-3187-4bd2-abfe-1f944eea733c
Changelog
:cl: balance: Flash AOE attack is now directional balance: Blindness has been changed, it now lasts longer but fully blinds you for less time balance: Stun batons will now deal critical damage on someone who has the blindness effect balance: Stun baton damage reduced from 40 to 28. /:cl: