-
Notifications
You must be signed in to change notification settings - Fork 834
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
Adds new marine race: Prototype Supersoldier #16725
Conversation
ZENKAI BOOST MARINE |
awful fucking idea |
uhhhh is not being able to choose a hairstyle intended? apart from that pretty cool 👍 |
This seems like a bad idea and will lead to constant abuse by niche strats and being a downgrade everywhere else. 80% of those stims are bad, useless, or so incredibly niche it makes half the Dead by Daylight perk pool look usable. The other half is straight buffs. |
might be worth rolling the ear and flashbang into one perk |
VALIBROS... |
holy based |
NANOMACHINES, SON |
Fuck you bring back elves |
Wait, do |
Taller Humans |
The powerloader skill hasn't been fixed yet, so it will literally do nothing but act as a noob trap. Even if it did work, there's not much use for it outside of a few shipside roles. |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 3 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
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.
Super. Army. Soldiers.
var/drain_modifier = 1 | ||
///extra modifier for handling elfs | ||
var/stim_drain_modifier = 1 |
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.
I would probs just make a single proc for getting Stam mods and have a signal, rather than doing multiple vars
@@ -0,0 +1,419 @@ | |||
/atom/movable/stim_say_holder |
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.
Probs not relevant for this pr, but maybe make this into some generic tts holder AM, since I assume other things can/will want to do this
/datum/stim/status_effect/finish_cast(mob/living/owner) | ||
owner.set_timed_status_effect(stim_duration, effect_type, only_if_higher = TRUE) | ||
|
||
/datum/stim/status_effect/scatter |
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.
One handed slug shotty goes brrrr. Kuro problem tho
stim_flags = NONE | ||
|
||
/datum/stim/speed_increase/finish_cast(mob/living/owner) | ||
owner.add_movespeed_modifier(MOVESPEED_ID_STIM_INCREASE, TRUE, 0, NONE, TRUE, -1) |
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.
This is definitely gonna be wack, aylmao
For Melee, the 25 crit threshold difference is felt, however, with gigga mixes, it is reminiscent of RR, only in that you dip between crit and not crit more often. Funny, but not as effective, and leans towards ganked earlier. Niche, may try it with spear. As there are zero buffs i would take situationally right now, The ability to lock in, or renew the timers of the current stims would be most appreciated. The thought that i could lose the wopping ~15 damage per hit i'm trading the crit threshold for mid fight rests on me. Only "situational" buffs i could think of would be Engineering/Medical/Surgical skill buff. Otherwise.. 🤷 Very 👀 Was also some UI issues, but the buttons for the loadouts worked even if they read the list of stims wrong in the menu. Edit: OH, OH WAIT, THE DEFIB ONE IS SITUATIONAL, it works on magmoor if you get dunked into lava and die there for three minutes. lets you get revived without having to get sutures. |
This stuff is baller with Spear, even when not using it with Tricordrazine(the damage dealing chem). This is also permissive of Researchers (me) playing like a sidegrade Corpsmen/Doctor hybrid. sidegrade, as you're without the medivac and other points stuff, but have some surgical skill. 👍 pretty neat. |
The prototype supersoldier race adds an interesting playstyle. It might take time to master but once you find a combination that works, it's lovely. As a supersoldier, you also have to get into the habit of re-stimming up once your combo expires and that's another interesting part I wouldn't mind keeping. The only criticisms I have are the "Quick Getup" stim and a UI bug. Quick Getup stim doesn't seem to offer much apart from reducing the getup time, I might need to test this. In certain instances, even if you do get back up it's certain xeno attacks that will keep you stunlocked either way even if you get back up. Switching from a saved preset combination glitches out in the form of adding stims to the preset, but thankfully it doesn't overwrite the save. Making a new preset without any stims, switching to that new preset without stims and then selecting the preset I wanted to select is a necessary workaround. I'm interested in seeing where this addition goes! |
could we get them in Valhalla? 👁️ 👁️ |
About The Pull Request
See https://hackmd.io/ExRkEaTGR5GyECMeeQB1XA?view
naming Convention: [A-Z][num][A-Z] - [Fighting Role] e.g A2V Saboteur
Basically physically taller and weaker human (Slower at half of speed of walking with no shoes, 30 instead of 50 default max stam and -25 crit threshold instead of -50), but they get access to "Stims" which is temp buffs to stuff like melee, deafness immunity, stam increases, etc.
Every 10 minutes you need to reselect stims which needs a cast time, you can have up to 5 active at once, sequences are savable accross rounds, you can have up to 10 total
Default options is
no_ear_damage, no stack
no_flashbang, no stack
no_footsteps, no stack
"Quick Getup" decreases your unrest speed from 2 to .5 seconds
"Vehicle Crash Immunity" makes you immune to vehicle ramming
"Immediate defibbrillation" gives you robot style instant defib no matter the damage, but does 15 heart damage when defibbed
portal_toggle (makes you go through wraith portals if you want to), no stack
speed_increase, negates default speed decrease
stam_usage_decrease, stacks with decreasing returns, removing 30% cost every time
stamina_regen, stacks
melee skill increase, stacks until it reaches skill 2
powerloader skill increase, stacks but only up to below shipside level skills
Also included misc code improvements while making this
Why It's Good For The Game
This is more intended as a flex option for marines thats shittier by default but can adapt as needed and also provide something for people building specific strats to fiddle with
more erm ones like speed also have particles for xenos
Numbers subject to change as usual lmao
Changelog
🆑
add: Added the new marine "Prototype Supersoldier" race which is weaker by default but can use stimulants to be more flexible
/:cl: