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Boiler rework Part 1: Globber base boiler #965
Boiler rework Part 1: Globber base boiler #965
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You currently have a negative Fix/Feature pull request delta of -2. Maintainers may close this PR at will. Fixing issues or improving the codebase will improve this score. |
fuk u bich |
Love it. Make Boiler fun again. Finally. |
turning boiler into tf2 grenadier. |
Do the globs knock down on impact like with the old projectile boiler? |
yes |
Then it has a chance of being fun |
Please mark as draft |
It's a nitpick but these are abilities, not passives. A passive is something that occurs with no input from the player or under certain circumstances, a good example would be Boxer's clarity. Both of these fit ability slots 3 and 4, both ingame already and in your reworked boiler code. Despite being a nitpick I think it's important to be as clear as possible when it comes to describing how something works in a PR or changelog. |
fixed |
I have decided on these TENTATIVE stats for Globber(base) Boiler: OR: 20 base armor ( no dir armor) Untested as of right now |
What about the faster movement speed? Are you still giving it that? Also I feel like 675 HP with 20 base armor would be better overall. Frontal armor should really only be a thing for Charger and Defender. |
oh yeah forgot about that I'll try with two tiers up, (XENO_SPEED_TIER_3), ravenger speed and then adjust from there |
Sounds solid, honestly. Boiler will still be slow, but it won't be Boiler slow anymore. It will definitely help it move around the map and move into firing positions without making it able to easily escape from focused gunfire, or even regular gunfire at all. Kind of funny that it will have higher movement speed than Crusher, but considering that the caste it evolves from is more mobile than the cast Crusher evolves from, it honestly makes sense, lol. I honestly can't see this like, EVER being an issue during testmerging. On the topic of things you might've forgotten, are you still going to be giving it the fire weakness as well? If you are, I assume you're going to be increasing the damage over time, and not the direct hit damage, and if you aren't, then you probably should, because imo it works better with the overall theme you're going for. Like, in layman's terms or w/e, increasing the direct hit damage would make Boilers get nuked and be like "Ow, fuck", while increasing burn damage would make being lit on fire actually threatening. Think when a Xeno is on the edge of an Incendiary OB and they get burned from it, they're immediately like "OW OH MY GOD I'M BURNING SOMEONE PUT ME OUT". Overall it requires more team support since you can prevent the Xeno from taking more damage the faster you put out the fire, meanwhile there's nothing you can do to negate someone getting direct hit. I just think it would feel overall better, if you're still giving it a fire weakness, that is. |
…mss13 into cmss13/baseGlobberNEW
harrry Co-authored-by: harryob <me@harryob.live>
…mss13 into cmss13/baseGlobberNEW
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request This PR is to update some ability icons that have been long-overdue for an update due to their low-quality, low-shading, inability to properly portray the ability's function, or had incorrect colors. The most glaring issue was the Toggle Invisibility icon for Lurker, which portrayed a human turning invisible instead of a Xenomorph turning invisible. Fixed that quickly. The old ability icon has been renamed to ```lurker_invisibility_old```. ![image](https://user-images.githubusercontent.com/13158711/221440816-045fd8b1-4eaa-41ea-b368-101836a31631.png) Also, the fact Pounce and Charge used the same icon state seemed quite superfluous, so I made a new icon for Pounce. ![image](https://user-images.githubusercontent.com/13158711/221289649-11f9f074-f11b-4dd0-a5a9-f709731c38b6.png) Here are some other familiar ability icons that have received some love: In preparation for #965's testing and because the old ability icons appeared to have been made in 20 seconds, Globber Boiler gets shiny new ability icons! Acid ![image](https://user-images.githubusercontent.com/13158711/221326105-0b2e0759-b5ea-4c12-815a-5eff5f39f50a.png) Neuro ![image](https://user-images.githubusercontent.com/13158711/221326113-47de76fb-848f-4845-90c5-a52cfcd18346.png) Some more icons include: Smoother tail ![image](https://user-images.githubusercontent.com/13158711/218209320-efe81dd6-5da6-4ff4-a811-7a5611af50a0.png) Idk how this supposed to represent, but I made it much prettier. ![image](https://user-images.githubusercontent.com/13158711/221289504-3cff3705-ca65-466c-a408-5f4a337730b1.png) Shinier star ![image](https://user-images.githubusercontent.com/13158711/221440870-a06c1391-e34e-4f66-89c4-2bb93bd63e6a.png) New heal xeno icon ![image](https://user-images.githubusercontent.com/13158711/221452792-89b72692-8549-4b29-80b5-1457f8ecaff8.png) Happy beno gets a shiny medal ![image](https://user-images.githubusercontent.com/13158711/221439676-7141d4d6-ed2f-4bf8-9736-93a1a7c19f46.png) New transfer plasma; old transfer plasma has been renamed to ```transfer_plasma_old``` ![image](https://user-images.githubusercontent.com/13158711/221391468-dc14169a-0805-4f11-9663-215b9f4aca8c.png) New transfer health, currently unused; old transfer health has been renamed to ```transfer_health_old```. Also closes #1992. ![image](https://user-images.githubusercontent.com/13158711/221452814-ccc1746d-853b-4933-9fec-496f49959229.png) Sad beno gets evicted. ![image](https://user-images.githubusercontent.com/13158711/221392197-f93c401d-bf45-406b-bdc5-85a23c504329.png) Drone arm is more visible and doesn't look so chunky compared to the t3's. ![image](https://user-images.githubusercontent.com/13158711/221393072-8ed98450-eb6e-4ef2-8309-687d194490a3.png) Acid pillar's colors changed to the acid color ability icons use: ![image](https://user-images.githubusercontent.com/13158711/221326178-fad63dee-451c-4c6e-86e0-62c457412247.png) Shield gets cyan because cyan represents shielding or denial in ability icons: ![image](https://user-images.githubusercontent.com/13158711/221326192-ac274050-a5fd-4a15-b758-96e64d7b2e0e.png) In addition, due to the sheer amount of icons who needed their borders fixed in #2618 , in my confusion, some edited icon states were either forgotten or lost, so this PR addresses those missing icon changes, which include some border fixes, sprite centering, and stray pixel removal. In addition, all borders now have a universal border color and palette to prevent any future mishaps. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Just a new breath of fresh air for some sprites. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding, and may discourage maintainers from reviewing or merging your PR. This section is not strictly required for (non-controversial) fix PRs or backend PRs. --> # Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Be sure to properly mark your PRs to prevent unnecessary GBP loss. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: Puckaboo2 imageadd: Completely rehauled the ability icon designs of Pounce, Lurker Invisibility, Transfer Plasma, Transfer Health, Queen Give Health, and Swap Neuro/Acid Glob, to better portray their abilities' functions and to match the style of the rest of the sprites. del: Some of the previous designs of the aforementioned ability icons have been removed entirely, while others have an _old tagged onto their icon state name. tweak: Some ability icons with limited palettes, crooked outlines, or odd shading had their designs tweaked to a higher standard. tweak: Acid Pillar's ability icon had its palette swapped to the color other ability icons use to portray acid. tweak: Shield Pillar's ability icon had its palette swapped to the color other ability icons use to portray shields or protection. fix: Some changes that were lost or forgotten in previous merge conflicts have now been re-added, including ability icon centering, border fixing, and stray pixel removal. /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
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"Final balance changes:
- Barricade damage further nerfed to 8.5
- neuro spread increased by 1 to further emphasize anti-personal role
- Acid gas spread nerfed 4 > 3 tiles
- acid gas spread speed buffed by 1 in order to compensate"
As per discord.
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request Fixes strong corrosive acid plasma cost (oversight in original PR) #965. Additionally, changes the action name of strong corrosive acid for the hotkey to work properly) # Explain why it's good for the game Typo fix + working hotkey = good # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Be sure to properly mark your PRs to prevent unnecessary GBP loss. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: fix: Strong corrosive acid plasma cost increased to 125 spellcheck: Action name of strong corrosive acid changed from (200) to (125) /:cl:
About The Pull Request
A total redesign of the base boiler reminiscent of the old premoba boiler that would shoot projectile "Globs" with a modern CM take.
Base boiler as it is right now, is completely unfun, to play against and to even play as. You'd be hard-pressed to find someone who enjoys playing it past the first 10 minutes of doing so. It is this way not because it's weak, but because it's unchallenging and 100% "safe" gameplay. There are no combos, cool moves you can do, or even satisfying effects, you just hit a button to spawn a telegraph which becomes a gas cloud.
This PR, turns that right ontop of its head. Instead of "safe" gameplay, globber's design philosophy is centered around being challenging, fun and even adding new gameplay dynamics.
Globber will have higher HP, faster walkspeed, and faster firing bombard compared to premoba.
However, globber will have their fellow xenos making plays to cover for boiler, either directly through bodyblocking shots or making plays to distract marines due to a minimal zoom range.
These both, in theory, will create a new gameplay dynamic where boilers will still be able to block marine spearheads, but Globber needs to help make a small counter push with their fellow brethren in order for Globber to directly strike at marines and giving the Xenos the choice to either capitalize on their advantage or heal up upon a successful glob.
Design doc
https://hackmd.io/@-h91mVK3RhaURcykLHRxJQ/S1W0FCZPj
Details:
Globber will feature [TENTATIVE] higher HP and [TENTATIVE] faster walk speed. It however will be slightly more vulnerable to fire as fire deals [TENTATIVE]% more damage to it!
https://cdn.discordapp.com/attachments/458150341742166017/1013647188313776148/2022-08-28_17-10-53.mov
Globber Active 1 - Bombard: Spit a large acid glob that will, upon impact, immediately spread a gas glob of your choice
Globber Active 2 - Acid spray, instantly sprays a line of acid, May make it a cone spray if it is too weak
Globber Active 3 - Shift spits: Switch between acid and neuro gas globs. Acid deals more raw damage while neuro slows,blinds and eventually knocks down marines. Neuro has a larger radius than acid
Globber Active 4 - Acid shroud: A quick windup action that dumps an acid cloud over the boiler. Cooldowns other abilities similar to dump acid.
Globber Active 5 - Zoom: Short ranged zoom with short windup. Trades awareness for zoom
Globber Passive: Brute armor, Globber features brute armor, however, it does not protect against flames! Globber takes 1.5x damage to fire!
Acid glob: Pretty much the same as before. May adjust numbers.
Neuro smoke rework:
Boiler rework as a whole
The boiler rework is a total rework of the boiler strain and it's strains.
I'm not gonna write the entire design doc here, but in short:
-Base boiler will be reworked (as shown here), named Globber
design docs( old as fuck and needs updating) REPLACE ME WITH NEW ONE
cmss13-devs/cmss13-design-docs#7
Striker design doc
cmss13-devs/cmss13-design-docs#8
Why It's Good For The Game
TL;DR base boiler is a literal NPC strain that no one likes to play as or against. Attempt to make it more fun or die trying
if the design philosophy fails, then we can simply just tweak a few values and have premoba boiler again.
Design doc is already made but its ancient as shit and I'm just gonna make a new one so its WIP for now.
Design doc
https://hackmd.io/@-h91mVK3RhaURcykLHRxJQ/S1W0FCZPj
Changelog
🆑 Totalepicness
add: Added "Globber Boiler", which is a total replacement of base boiler, designed to kill the "safe" gameplay loops of current base boiler in an attempt for a more challenging and fun caste to both play as and against.
balance: Globber Active 1 - Bombard: Spit a large acid glob that will, upon impact, immediately spread a gas glob of your choice
balance: Globber Active 2 - Spray acid: Instantly sprays a line of acid
balance: Globber Active 3 - Shift spits: Switch between acid and neuro gas globs. Acid deals damage while neuro slows, blinds and eventually knocks down marines. Neuro has a larger radius than acid
balance: Globber Active 4 - Acid shroud: A quick windup action that dumps an acid cloud over the boiler. Cooldowns other abilities similar to dump acid.
balance: Globber Active 5 - Zoom: Short-ranged zoom with no windup.
balance: Globber Passive: Globber features armor, but it is weaker against flames! Stay away from fire!
refactor: Refractored some minor spit code and icons
balance: Neuro has been completely reworked to deal mainly stamina damage, causes dizzyness and has a small chance to make you 'stumble' in a random direction along with minor tox damage. Stay out of it!
add: Completly reworked neuro gas, it now uses a proper effect with escalating effects the larger the dosage rather than RNG.
fix: Acid now deals damage to cades and now has a good chance of going over instead of being airtight
fix: Boiler globs no longer can target mobs and track them.
/:cl: