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Rebalance gang weaponry #18369
Rebalance gang weaponry #18369
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code/obj/item/misc_weapons.dm
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throw_range = 10 | ||
flags = FPRINT | TABLEPASS | USEDELAY //| NOSHIELD | ||
desc = "Like many knives, these can be thrown. Unlike many knives, these are made to be thrown." | ||
gang | ||
name = "familiar fighting knife" | ||
force = 21 |
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This is a lot of damage, more than double that of the switchblade which feels kind of wrong? Also no-one is ever going to throw something that does that much melee damage and that little disorient when thrown.
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yeah, you're right it's too high when you look at the other knives. i'll knock it down a peg. The main unique trait this brings to the table is definitely the movespeed, given it's in a swathe of other throwing options.
[GAMEMODES][BALANCE]
About the PR
Lowers the overall stun power of gang weapons. Improves their lethality to boot.
Why's this needed?
Gang/sec balance revolves around sec's stun power having a leg-up on gangs. Sec should be able to arrest a lone murdery gang member, or at least stun & run away if they're outnumbered.
However, all the old gang weapons are superbly good at stun. So good, in fact, that security don't have a chance. They receive a knife/D-sword/shuriken to the torso and then get permastunned and die.
This PR buffs gangs' lethal potential, but lowers their stun potential. Security officers are naturally a lot more resistant to being Gun or being Stab. So they're a bigger threat now.
D-Saber disorient is now very brief (will mess up a tile's movement)
Throwing knives do less stun. Shuriken no longer instantly stun.
Syndicate fighting knives from the gang crate are swapped with a new version that uses the gang palette. They also don't stun any more.
Changelog