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[READY] Hulk smash #9210

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merged 15 commits into from Sep 26, 2014

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@kevingranade
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commented Sep 24, 2014

After the 100% armor coverage fix, I noticed that the Zombie Hulk and Brute are completely unable to damage a player wearing power armor. This addresses that problem by giving them a smash/fling attack that not only does the requisite damage, but also will fling the player through windows, doors, walls, vehicles, trees.... well pretty much anything that gets in the way.

z->sp_timeout = z->type->sp_freq; // Reset timer
g->fling_creature( &(g->u), g->m.coord_to_angle( z->posx(), z->posy(), g->u.xpos(), g->u.ypos() ),
z->type->melee_sides * z->type->melee_dice * 3 );
add_msg( _("A blow from the %s sends you flying!"), z->name );

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KA101 Sep 24, 2014

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No dodge chance? Even the jabberwock and bio-operator can be dodged or countered.

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commented Sep 24, 2014

Good point, a dodge is perfectly reasonable.

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commented Sep 24, 2014

Thanks. Since this is calibrated to get through the heavy tanksuit, folks not so well-protected might want that extra save available. ;-)

@Lain-

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commented Sep 24, 2014

Nice! Looking forward to being flung throught the wall by a hulk :)

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commented Sep 24, 2014

It's calibrated to get through a 169-bash-protection of a heavy power armor? Please tell me the smash is only used if zombie got REALLY ANGRY (high damage received/low damage delivered to player).

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commented Sep 24, 2014

I think a part of this is to disencourage people in full armor from casually melee brutes/hulks to death. VS those things the approach should be (powerful) ranged weapons, explosive and IF you gonna melee, you must rely more on MA with dodge and speed instead of raw armor value.

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commented Sep 24, 2014

Yeah, getting bashed still transfers energy to the player inside the suit. You could think of adding a "concussed" or such state to the player after being bashed, regardless of armor, that lowers various stats. Isn't that why war hammers started being used when armor became too effective vs swords?

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commented Sep 24, 2014

Yeah, getting bashed still transfers energy to the player inside the suit. You could think of adding a "concussed" or such state to the player after being bashed, regardless of armor, that lowers various stats. Isn't that why war hammers started being used when armor became too effective vs swords?

Wrong war hammer you're thinking off. But you're partially right - they got more use against plate because they bashed said plate in and through easily (though often getting stuck in the process) and damaged person within.
(For war hammer, think 'combat pickaxe', not 'combat hammer'. It's a breaching device, not boinking one.)

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commented Sep 24, 2014

Just like with that other hulk, "they're always angry". It is however
rate limited, though It could probably stand to be made a little more
infrequent. Right now if a hulk smashes you the cool down has passed by
the time it walks over to attack you again.
I forgot to test this, parkour drops the damage from being flung as well.

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commented Sep 24, 2014

Just like with that other hulk, "they're always angry". It is however rate limited, though It could probably stand to be made a little more infrequent. Right now if a hulk smashes you the cool down has passed by the time it walks over to attack you again.

So you can be stunlocked by the hulk? While I do appreciate danger of certain tactics, automatic failure is kinda frustrating for players - same way as with shocker chainstuns.

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commented Sep 24, 2014

It would be more interesting if it has a chance to toss the player far away, where he might be able to run away or use a vehicle to get away. Or if it has a chance of pushing vehicles offcourse.

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commented Sep 25, 2014

Planning on adding the vehicle pushing seperately. And yes increasing the
cooldown is precisely to avoid stunlock.
Flinging the player far enough to get them away from the hulk is pretty
unreasonable, it would either be instant death for anyone not wearing power
armor, or require nerfing the damage from being thrown to a ridiculous
degree.
I thought of something, in addition to the ability cooldown, if I make the
special attack simply use a lot of move points, it would give the player a
bit of a chance to get away, and might even make hulk encounters less
lethal if you can turn it to your advantage.

@kevingranade kevingranade force-pushed the kevingranade:hulk-smash branch to 85c9335 Sep 25, 2014

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commented Sep 25, 2014

"if I make the special attack simply use a lot of move points, it would give the player a bit of a chance to get away, and might even make hulk encounters less lethal if you can turn it to your advantage."

yes please. more tactics to gameplay.

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commented Sep 25, 2014

I forgot to increase the cooldown, it should be at least doubled for the
hulk, brobably increased by 50% or so with the brute.
Increasing the move cost of the attack doesn't accomplish much, the pain
you get from the attacks is the main thing contributing to stunlock.
I'll take a look at what's going on there.
One tactic I thought of is to have the hulk fling cars, furniture, and
monsters as well, and have those reset the special timer too. That way if
you lead the hulk through intervening stuff you can dart in after the
cooldown and do some damage.

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commented Sep 26, 2014

Fixed a bug where pain was being inflicted despite the damage it brings being negated by armor. I decided to go with taking the average of the pre and post armor damage levels, so you still take some damage through the armor, but not all of it. I think this is good to go for now,

@kevingranade kevingranade changed the title Hulk smash [READY] Hulk smash Sep 26, 2014

@KA101 KA101 self-assigned this Sep 26, 2014

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commented Sep 26, 2014

I'm gonna merge this, but I'd like to ask for a recheck on whether it's a grab-and-throw or a punch For Massive Knockback. I've heard/seen both rationales and I'd like to get that solidified.

(Currently it's the latter. In that case, Toad Style could make an opposed Unarmed v. Hulk roll to no-sell it once we get it overhauled to proper spec. Grab-and-throw might allow Judo to squirm out in time. Neither is an immediate priority.)

@KA101 KA101 merged commit 62d7375 into CleverRaven:master Sep 26, 2014

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commented Sep 27, 2014

Considering the lack of mental faculties of the hulk and brute, I'm going
with 'shove'.

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commented Sep 27, 2014

OK, thanks.

@kevingranade kevingranade deleted the kevingranade:hulk-smash branch Mar 21, 2015

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