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Nerf: Sizzler Caste firerate #17016

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merged 4 commits into from
Feb 3, 2025
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SomrNetwork
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@SomrNetwork SomrNetwork commented Jan 31, 2025

About The Pull Request

As the title suggests, this nerfs the Sizzler Strain's firerate. From 0.5 to 0.75

Video Reference

I too, don't understand why my PC turned into Bandicam. This is the old firerate

old.1.mp4

This is the new firerate

nerf.1.mp4

Why It's Good For The Game

The Sizzler Strain has an absurd firerate for a "shotgun" type of a xeno that spits burn damage out.

Changelog

🆑
balance: Sizzler strain
/:cl:

@SomrNetwork
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yeah something broke in the changelog hold on

@blackdav123
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t3 spitting a target standing still for 15 seconds to kill them is insane

@FunkyMonke47
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FunkyMonke47 commented Jan 31, 2025

Another case of tgmc players taking a sledge hammer to balance problems. Like, it's never, "let's start out with a modest change and see how it turns out," y'all just fucking nuke it from orbit.

@iforgotmeword
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Holy hell you just nuked the fire rate that badly?
At least idk double the damage if your tripling the cooldown

@SomrNetwork
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Holy hell you just nuked the fire rate that badly? At least idk double the damage if your tripling the cooldown

It still has great damage with the nerfed firerate, it even has it's own abilities to combo with and a team roster to back it up. In both the videos it fights a Harmor Valk, it proves the amount of burn damage it can cause with consistency in skill.

@tttruancy
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tttruancy commented Jan 31, 2025

Why are tgmc players chronically unable to make numbers changes that nerf something a reasonable amount?

Cutting the damage output of a core damaging ability by 66% is absurd. If you really think it's too oppressive, change it to .75 or .1 and see how it feels in a real game.

@tttruancy
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Also - like with all gas castes, part of the issue with sizzler is that marines are used to getting easy wins by leveling all walls and (maybe) putting cades on open ground.

This caste challenges marines to strategically maintain walls for hard cover, especially for areas that medics will work in.

@SomrNetwork
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Why are tgmc players chronically unable to make numbers changes that nerf something a reasonable amount?

Cutting the damage output of a core damaging ability by 66% is absurd. If you really think it's too oppressive, change it to .75 or .1 and see how it feels in a real game.

No one mentioned damage output, you are making things up at this point. This is a firerate nerf PR. The damage stays the same. It's an added second, it's not going to make you drop dead from a heart attack.

@tttruancy
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No one mentioned damage output, you are making things up at this point. This is a firerate nerf PR. The damage stays the same. It's an added second, it's not going to make you drop dead from a heart attack.

Tripling the cooldown reduces the damage output by 66%

@SomrNetwork
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No one mentioned damage output, you are making things up at this point. This is a firerate nerf PR. The damage stays the same. It's an added second, it's not going to make you drop dead from a heart attack.

Tripling the cooldown reduces the damage output by 66%

Okay, but does it really change anything? You still do enough damage even with this fire rate. Like I said as well and I will go into detail with this, you have other team members to support you. This makes the game more fun for both sides, having there be teamwork and not some fury of airburst acid that has the cool down of a regular Spitter.

@tttruancy
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tttruancy commented Jan 31, 2025

Tripling the cooldown reduces the damage output by 66%

Okay, but does it really change anything?

Yes it reduces the amount of damage you deal by 66% in a game where the marine is also passively healing burn damage in most cases, and where the marine may have a free hard counter to your damage in mimir.

@SomrNetwork
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Tripling the cooldown reduces the damage output by 66%

Okay, but does it really change anything?

Yes it reduces the amount of damage you deal by 66% in a game where the marine is also passively healing burn damage in most cases, and where the marine may have a free hard counter to your damage in mimir.

You completely ignored what I said. You have other members to help you in combat, making it more of a team based battle. If you can't defeat the marine, back off if you don't have back up. Marines may passively heal but can they really get enough time if you overwhelm them enough with your buddies? All I'm saying is this helps make the Strain less migraine inducing and more teamwork associated.

@tttruancy
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tttruancy commented Jan 31, 2025

You completely ignored what I said.

Yeah I didn't really think it was a good point

Anyways, here's a better nerf idea - make it .75 and remove the boiler gib-on-death from sizzler so that marines actually get a reward for rushing it down. If there's anything unbalanced about this strain, it's that our 'riskier' boiler still isn't actually risking req points like other t3s.

@HerCoyote23
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Whether or not this is needed, this is WAY TOO SEVERE of a balance change in one go. By making this change, you're arguing that its current attack speed is THREE TIMES what it should be. Imagine if a marine weapon, say one of the shotguns, fired at triple speed -- that would be beyond busted.
Sizzler's spit may be good, but it's not THREE TIMES as good as it should be.

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@Kuro020 Kuro020 left a comment

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Way too severe of a nerf, make it 0.75 to start with

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@Liznerd Liznerd left a comment

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While my jaw dropped to see how fast it can shoot, I still think the 1.5 is waaaay too slow, maybe 1 second or 0.75 would be better...?

I tried doing a test between 1 second and 0.75 as well but I couldn't see a difference
@Kuro020 Kuro020 merged commit 57f27bf into tgstation:master Feb 3, 2025
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github-actions bot added a commit that referenced this pull request Feb 3, 2025
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8 participants