Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign up[READY] Hulk smash #9210
Conversation
kevingranade
added some commits
Sep 24, 2014
kevingranade
added
the
(S2 - Confirmed)
label
Sep 24, 2014
KA101
reviewed
Sep 24, 2014
| 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 ); |
This comment has been minimized.
This comment has been minimized.
KA101
Sep 24, 2014
Contributor
No dodge chance? Even the jabberwock and bio-operator can be dodged or countered.
This comment has been minimized.
This comment has been minimized.
|
Good point, a dodge is perfectly reasonable. |
This comment has been minimized.
This comment has been minimized.
|
Thanks. Since this is calibrated to get through the heavy tanksuit, folks not so well-protected might want that extra save available. ;-) |
kevingranade
added some commits
Sep 24, 2014
This comment has been minimized.
This comment has been minimized.
|
Nice! Looking forward to being flung throught the wall by a hulk :) |
This comment has been minimized.
This comment has been minimized.
|
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). |
This comment has been minimized.
This comment has been minimized.
|
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. |
This comment has been minimized.
This comment has been minimized.
|
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? |
This comment has been minimized.
This comment has been minimized.
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. |
This comment has been minimized.
This comment has been minimized.
|
Just like with that other hulk, "they're always angry". It is however |
This comment has been minimized.
This comment has been minimized.
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. |
This comment has been minimized.
This comment has been minimized.
|
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. |
This comment has been minimized.
This comment has been minimized.
|
Planning on adding the vehicle pushing seperately. And yes increasing the |
kevingranade
added some commits
Sep 24, 2014
kevingranade
force-pushed the
kevingranade:hulk-smash
branch
to
85c9335
Sep 25, 2014
This comment has been minimized.
This comment has been minimized.
|
"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. |
This comment has been minimized.
This comment has been minimized.
|
I forgot to increase the cooldown, it should be at least doubled for the |
kevingranade
added some commits
Sep 26, 2014
This comment has been minimized.
This comment has been minimized.
|
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
changed the title
Hulk smash
[READY] Hulk smash
Sep 26, 2014
KA101
self-assigned this
Sep 26, 2014
This comment has been minimized.
This comment has been minimized.
|
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
merged commit 62d7375
into
CleverRaven:master
Sep 26, 2014
kevingranade
removed
the
(S2 - Confirmed)
label
Sep 26, 2014
This comment has been minimized.
This comment has been minimized.
|
Considering the lack of mental faculties of the hulk and brute, I'm going |
This comment has been minimized.
This comment has been minimized.
|
OK, thanks. |
kevingranade commentedSep 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.