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Counterrev implants no longer convert players. the amount of counterrev implants in vending machines and cargo has been upped by roughly half. #9836

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ThatFiveGuys
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@ThatFiveGuys ThatFiveGuys commented Jul 24, 2022

About the PR

This is a pr that Id like to see test merged for a week and then feedback collected. While I think this would fix a lot of issues with revs, it will probably introduce some more. The ability for counterrev implants to convert people has been removed, they still show peoples rev status and prevent them from being converted to rev. This prs sister pr is #9835

Why's this needed?

This forces combat escalation when it comes to derevving people, this not only offers emotional incentive to not get derevved by sec (afterall you dont want to get beat up), this also communicates to players that beating up converts people. I think this change should make revs way more active and will make action way more common, not to mention, help make the rev gamemode a bit more balanced compared to the overwhelming chance of security curbstomping victory currently.

Changelog

(u)Ikea
(*)Counterrev implants no longer automatically convert revolutionaries. 

@github-actions github-actions bot added the size/M Denotes a PR that changes 30-99 lines, ignoring generated files. label Jul 24, 2022
@ThatFiveGuys ThatFiveGuys added C-Balance Balance changes, buffs and nerfs E-Input-Wanted Input and feedback are wanted. Also posts a discussion thread on the forums. E-Add-To-Wiki A PR that will require changes to the wiki labels Jul 24, 2022
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Created discussion thread: https://forum.ss13.co/showthread.php?tid=19331

Comment on lines -463 to -468
else if (H.mind in ticker.mode:revolutionaries)
H.TakeDamage("chest", 1, 1, 0)
H.changeStatus("weakened", 1 SECOND)
H.force_laydown_standup()
H.emote("scream")
playsound(H.loc, "sound/effects/electric_shock.ogg", 60, 0,0,pitch = 1.6)
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I'd say probably best to leave this bit, so it's still obvious to those without sechuds that you've implanted a rev and need to follow up.

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Revs already get a custom sechud status effect + if youre going to have counterrevs constantly damage them then why not have it automatically convert so you dont get a bunch of dead revs, which is exactly the change that this change is going against

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This is the initial hit effect, not the damage over time. Removing that means anyone without sechuds will have zero way of knowing if the person they just implanted is a rev or not and will be forced to beat them just to find out.

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I think thats good, it encourages them to buddy up with secoffs/play defensively instead of offensively (which helps the offensively and likely lower population revs win)

@github-actions github-actions bot added the S-Merge-Conflict Applied and removed when a PR has or no longer has a merge conflict label Aug 2, 2022
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flrsh commented Aug 2, 2022

Echoing what Flab said in the forum thread. If you're looking for other ways to improve rev mode, I think the following would be good.

Revs have ways to counteract implants (outhealing the damage done to keep themselves out of crit, revflashes removing them) but they all crucially don't work if you're actively caught by sec. I'd rather personally see this aspect of them iterated on, since I think it plays pretty interestingly when it actually works. Ways for revs to more consistently use counterplay against implants, maybe implants only ever could do a certain amount of damage, and if you can heal through that, they stay in you and only active when you hit crit naturally? That's just a simple example I thought of though, it could be anything. My point is that I think it would be a lot more fun to focus on ways revs could counteract implants instead of removing the entire interaction.

@flrsh flrsh closed this Aug 2, 2022
@Retrino Retrino removed the E-Add-To-Wiki A PR that will require changes to the wiki label Oct 13, 2022
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4 participants