vgstation-coders / vgstation13

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EMPs shouldn't cause robotic limbs to fall off #13824

Closed Lokiamis closed 7 years ago

Lokiamis commented 7 years ago

Just disable them for a bit, like every other piece of machinery.

AI-Is-Rogue commented 7 years ago

EMPs destroy mechs and the computer screens.

Lokiamis commented 7 years ago

Ok well whatever. I haven't seen anybody use a robotic limb in a long time, and maybe a buff would get them some love.

AI-Is-Rogue commented 7 years ago

But it still damages the mechs and computers, that was my point.

AI-Is-Rogue commented 7 years ago

It can also fuck up the navigational systems I believe. And it still damages the mech, so I believe it could affect the robolimbs too.

Lokiamis commented 7 years ago

Damaging them is fine, as long as they don't just fall off.

Kurfursten commented 7 years ago

Actually robotic limbs just got a substantial buff. Damage to the limbs no longer subtracts from your total health. Meaning for example if a doorshock only burns your robotic arm, you remain at 100% health.

Also things that damage multiple zones like MULE crushing and ZAS therefore deal less damage overall to people with prosthetics.

And the justification for all this was "but emps! Even though they're uncommon, they really fuck you up!"

Ephx1 commented 7 years ago

Meaning for example if a doorshock only burns your robotic arm, you remain at 100% health

I'm gonna miss laughing at patients with prosthetic limbs walking into medbay.

gbasood commented 7 years ago

next >"You feel a tiny prick" only happens if they weren't targeting a prosthetic limb

ghost commented 7 years ago

Need a way of EMP proofing them

Now if only somebody was working on cybernetics

Kurfursten commented 7 years ago

Instead, just add limbs to the organ printer. That's the best way of EMP-proofing.

Intigracy commented 7 years ago

Non-organic (or completely missing) limbs should subtract from your max health by some with the benefit that they don't affect your health when targeted and damaged.

jakmak commented 7 years ago

Problem with limbs and EMP is that it 1 hits the limb and usually forces the victim into pain crit (which basically is a 1 hit) while borgs made out of solid metal and electronics shake it off like nothing meaning EMPs are better suited for fighting carbons then they are at handling sillicons. Either reduce damage on robolimbs or buff its effects on borgs massively

Ephx1 commented 7 years ago

Oh fuck off, EMPs stun borgs for 20 seconds now. That's not even seconds, that's server ticks, so it's even longer. If you can't kill an immobile target that already takes like ten hits from a toolbox (or even less if RNG favors you) in 20 seconds you are shit and I ask you to get the fuck out.

Aurx commented 7 years ago

Retards STILL think emps are for killing silicons, when they've always been stun with a side of damage.
You can't patch stupid.

Kurfursten commented 7 years ago

Hm, you could improve the examine text for cyborgs a bit, though, in terms of damage.

For humans it's pretty clear when the fight is over - bleeding on the ground, they're toast. But a "heavily dented cyborg" can still mash your face in.

Ephx1 commented 7 years ago

As much as I would agree to better examine text, I don't know anyone who doesn't continually beat a borg even after death. Stun and constantly destroy.

Shadowmech88 commented 7 years ago

I don't see any reason why we can't just make borgs go horizontal when they've taken enough damage to be inoperable.

Ephx1 commented 7 years ago

It's just a case of the "just looks weird", I kinda want a specific light on the borg to signify death. We do have the regular lights, but borgs can shut those off by turning off their actuator, and they turn off when stunned.

Shadowmech88 commented 7 years ago

What about a "smoking" overlay that can be applied to them to make them look broken down?

Ephx1 commented 7 years ago

Now that would be rad.

Kurfursten commented 7 years ago

@Ephx1 That's kind of my point, people don't know when to stop beating.

We really need a deathgasp equiv for them too

[Name] slackens, internal rotors quieting.

Ephx1 commented 7 years ago

But we do have a deathgasp equiv. ...How long have you been playing? We also have a specific text (purple I think) for them being dead.

Kurfursten commented 7 years ago

2 years and I've smashed many cyborgs. Maybe it's just not obvious enough, or maybe it doesn't play if they ghost or something.

Probe1 commented 7 years ago

Never ever ever ever ever trust a deathgasp from a cyborg.

Aurx commented 7 years ago

It's just as obvious as a deathgasp from a human.
People just don't murder 'borgs as often.

Ephx1 commented 7 years ago

I've rarely seen people trust a deathgasp from humans, probe. Especially if they have a sharp tool, regardless of whether or not their target is a ling/vamp they WILL behead their target.

Shadowmech88 commented 7 years ago

You can just shift+click a human to check whether they've got a pulse or not if you're uncertain about their deathgasp.

Is there any way to verify that a borg is dead?

Probe1 commented 7 years ago

Yes when it starts harmbatoning you that indicates it was a ruse.

Ephx1 commented 7 years ago

Like I said there's a very specific "it's unsalvageable" death message on examining. Also I don't think you can see if someone has a pulse merely by shift clicking them anymore, you have to manually pick the "check pulse" verb.

Shadowmech88 commented 7 years ago

I don't think you can see if someone has a pulse merely by shift clicking them anymore

image

Ephx1 commented 7 years ago

Odd, hasn't worked for me but honestly I mostly play silicon, could you try as one?

Kurfursten commented 7 years ago

I believe the pulse check is proximity based

Aurx commented 7 years ago

It indeed is. You automatically check for a pulse when you examine somebody adjacent to you, but you then both have to not spazz out and sanic off before the pulse check completes.

gbasood commented 7 years ago

Okay well this is old and also way off topic

Shadowmech88 commented 7 years ago

Needs the [Unfulfilled Feature Requests] tag.