-
Notifications
You must be signed in to change notification settings - Fork 594
NT-3 Tweaks #5138
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: master
Are you sure you want to change the base?
NT-3 Tweaks #5138
Conversation
|
RSI Diff Bot; head commit 69eabf4 merging into a345a0b Resources/Textures/_DV/Objects/Weapons/Guns/LMGs/NT-3.rsi
|
for more information, see https://pre-commit.ci
|
is it possible to limit the penetration range (like the bullet can only go through 3 things at max, like walls and humans) or is it coding hell |
Currently, it goes through 1 whitelisted entity and an infinite amount of non-whitelisted entities. |
I'd really rather not maintain an arbitrary whitelist of things the NT-3 suddenly cannot penetrate well. What if you kept track of how many entities it has pierced, and just put in a way for there to be a MaxPierces and despawn the bullet once it meets or exceeds that amount? |
That is possible, but then I couldn't differentiate between a mouse and a wall. With how I coded it currently, it allows for a much finer control as to what should count towards the penetration counter and what shouldn't. |
Well, you could turn the blocklist into an actual EntityBlacklist, make PierceCounter count every entity it hits, then just do something like. (psuedocode) if (comp.PierceCounter >= comp.MaxPierces || _whitelist.IsBlacklistFail(comp.Blacklist))
DeleteProjectile() |
Co-Authored-By: Vanessa <[email protected]>
|
I turned it into a whitelist now - which is much more of an elegant solution than the |
| // If it does have the tag to stop it and enough health to count as "strongly armored", it'll block the bullet. | ||
| if (bullet.Comp.HealthThreshold < args.RequiredDamage) | ||
| // Mobs return a required Damage amount of Float.MaxValue. Therefore we need to check for absurdly high values. | ||
| if (bullet.Comp.HealthThreshold < args.RequiredDamage && args.RequiredDamage < 20000000) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Magic number. Declare as a constant and give it a descriptive name. Also, probably comment how you derived it (if it was more than picking 'BIG NUMBER YAY!')
| if (bullet.Comp.HealthThreshold < args.RequiredDamage && args.RequiredDamage < 20000000) | |
| if (bullet.Comp.HealthThreshold < args.RequiredDamage && args.RequiredDamage < 20000000) |
| using Content.Shared._DV.Stealth; // DeltaV - Make certain items unable to stealth. | ||
| using Content.Shared._DV.Stealth.Components; // DeltaV - Make certain items unable to stealth. | ||
| using Content.Shared.Examine; | ||
| using Content.Shared.Hands; // DeltaV - Make certain items unable to stealth. | ||
| using Content.Shared.Inventory; // DeltaV - Make certain items unable to stealth. | ||
| using Content.Shared.Mobs; | ||
| using Content.Shared.Mobs.Systems; | ||
| using Content.Shared.Stealth.Components; | ||
| using Robust.Shared.Containers; // DeltaV - Make certain items unable to stealth. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Are all of these DeltaV additions needed now that you moved things to Content.Shared/_DV/Stealth/Systems/SharedStealthSystem.cs?
| - Wall | ||
| - Window | ||
| components: | ||
| - CombatMode |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
In case there are mobs that don't have combat modes.
| - CombatMode | |
| - CombatMode | |
| - MobState |
|
Direction review 24h |
| maxAngle: -20 | ||
| angleDecay: 4 | ||
| fireRateIncrease: 3 | ||
| fireRateIncrease: 4 |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Direction requested change. Lowering the bipod fire rate to 6 makes this a bit less overwhelming.
| fireRateIncrease: 4 | |
| fireRateIncrease: 3 |
| soundEmpty: | ||
| path: /Audio/Weapons/Guns/Empty/lmg_empty.ogg | ||
| - type: GunBipod | ||
| setupDelay: 1.25 |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Direction requested change. We like the bipod time at 2 seconds because it allows people to get to cover if they realize there's an NT-3. If we lower it, we run into the territory that even if you notice it and start running for cover, you're still going to get shot.
(Revert to 2 seconds)
| setupDelay: 1.25 | |
| setupDelay: 2 |
(Or remove)
| setupDelay: 1.25 |
| - Back | ||
| - type: ClothingSpeedModifier | ||
| sprintModifier: 0.9 | ||
| sprintModifier: 0.8 |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Direction requested change. Speed nerf isn't really needed.
| sprintModifier: 0.8 | |
| sprintModifier: 0.9 |
|
Direction changes requested, and approved once they are made! |




About the PR
I adjusted the values of the NT-3 to be weaker in an traitors/nukies hand.
The NT-3 cannot be parcel wrapped anymore.
The NT-3 will prevent the user from going invisible via stealth.
Firerate decreased: 4 shots per second -> 3 shots per second. Firerate with bipod remains unchanged at 7 shots per second.
Ammo capacity increased: 60 -> 80.
Bipod-Deploytime decreased: 2s -> 1.25s
Movementspeedslowdown increased: 10% -> 20%
.40 Anti-materiel ammo box (the printable one): 30 bullets per box -> 40 bullets per box.
Added CombatModeComponent to the whitelist, causing it to not infinitely pierce most living entities.
Since these adjustments negatively affect our beloved local cargo antag the most, I've taken the liberty to name the PR accordingly.
I also adjusted the wielded sprites, they looked off.
Why / Balance
Parcelwrapping the NT-3 to turn it from a Backpackslot only weapon into a 2x4, circumventing the movementspeed debuff, is outright crazy. I specifically only allowed backpackslot to make the NT-3 unwieldy and a commitment - You cannot carry a secondary weapon to defend yourself, unless it's a pistol. Parcel wrapping went against this philosophy.
Stealth with the NT-3 is also outright bonkers. I do not need to explain why.
I decreased the firerate because I read that 4 seccies with 4 NT-3s decided to run down a dragon and a colossus with it.
You should never willingly use the NT-3 without the bipod - That should be a last option, a desperate attempt to keep an enemy from advancing. If you don't wanna use the bipod, use a lecter.
Increased the slowdown to make it more likely to be caught out with the weapon. Better have teammates that can back you up.
Bipod-Deploytime has been decreased due to the firerate and slowdown nerf. while you have a harder time getting into a good position, you'll have an easier time capitalizing on one.
Ammo count has been increased because I wanted to.
Technical details
Bunch of YML changes.
Added the
PreventStealthComponentand added checks for it inSharedStealthSystem.Added
AddedStealthEventandStealthModifiedEventto work with the afforementioned component.Media
NT-3.Adjustment.mp4
Requirements
Breaking changes
Changelog
🆑