Closed Pancakemines closed 1 week ago
dont you sneakycode that attack delay for the red crowbar sound i added that without one on purpose to mimic how it works in hl1, all it really does is play a sound
dont you sneakycode that attack delay for the red crowbar sound i added that without one on purpose to mimic how it works in hl1, all it really does is play a sound
Na that one is like why the attack delay was added in the first place to reinforced walls I think? Barry wanted the noise to work for both walls and r_walls and I assume noticed r_walls just had no attack delay in the first place, so it was super spammable. He added this delay that im lowering now but I figured I'd keep the crowbar delay as is in case making the sound twice as spammable would be too obnoxious or something. https://github.com/vgstation-coders/vgstation13/pull/33225 (related PR that added the original delay when adding the crowbar noise)
invalid 🆑 syntax, add a -
before the tweak
🆑
- tweak: Changed reinforced wall attack cd from 1 second to 0.5
[tweak] [qol]
What this does
Lowers the CD on attacking a reinforced wall from 1 second to 0.5 This lowers the time on a single wall when perfectly timed by around 4 seconds (it still takes about a minute either way for reference) but significantly speeds up removing more than one at a time since you can work on each one at the same time.
Why it's good
After R walls got an attack cooldown deconstructing them en masse has felt really bad. The majority of time this is ever done is with vaults or with building projects, while this does slightly lower the time taken to remove a single wall it's still faster just to use thermite and I don't remember this ever being a problem even when the cooldown was zero before. Generally I think it'll just make it feel better when people actually want to interact with removing walls and be unnoticable when they have to.
Changelog
:cl: