New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We鈥檒l occasionally send you account related emails.
Already on GitHub? Sign in to your account
Hit the Deck! Dropping to the ground to avoid shots. #61768
Conversation
What if instead the Shooter needs to rest to be able hit prone targets without direct click (and bring back direct click shots ofc)? Less confusion for the Target, allows team fights once again and and keeps the counter to tactical resting. |
Direct shots still exist. If you want to hit someone unmoving on the ground, click on them. |
Personal opinion but 6 seconds is too long of a penalty. Almost all firearms have a firerate higher than 10 rounds/min, plus it takes no so-called gamer skills to move your cursor over a sitting duck in less than that time. It's so long you're basically encouraging people to either press the rest hotkey twice in a rapid succession, move out after a second has passed (the time necessary to stand up) and repeat to circumvert the penalty or just ignore the feature as a mean of dodging random enemy fire. |
It can't be the primary means of dodging enemy fire because it makes every combat situation look like a rave instead of a combat. 6 seconds makes it situational, but prevents every scenario turning into what looks like a zumba session. |
I want to clarify that the crawling debuff stays with you for 6 seconds after you stand up, it just won't get refreshed if you move while standing. This is of course to prevent the popping up and down in place. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
more nitpicks about balloon alerts
That's... not true? If people engage in such a bungee/zumba tactic, that's because of a difference in time between resting, standing up, moving somewhere else (roughtly 1 seconds minimum, depending on distance traveled) and the timeout from crawling around (6 s), which means it's way more convenient to do the bungees/zumba tactic. It's still pretty awful compared to making oneself scarce, perhaps unitended, but definitely better than hitting the deck itself as long as you have a decent fine motor coordination. Perhaps the feature would be better if instead of a status effect we check for the client move_delay (plus maybe half a second and double the world.tick_lag, and a comsig for AI mobs like monkeys). That'd remain true to the "if you stay down and don't crawl you don't get hit" philosophy but without the quibbles this diatribe is about. |
The 6-second timeout still exists if you stand, it just won't get it refreshed if you walk around. |
cool stuff jim |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
I'd like to know if anyone is actually interested in this Pr or its counterpart, death by staleness is the worst way to go. |
After discussion, doesn't look like we're interested in this PR. I'm +1'ing this idea from @ExcessiveUseOfCobblestone, though |
About The Pull Request
This PR acts as an alternative I proposed for tactical resting.
In short: If you drop to the ground and don't move, bullets fired that were not aimed directly at your sprite directly will fly overhead. If you move while prone you lose this effect until you stay still for 6 seconds, or of course, you could just stand up and lay back down later.
For a longer explanation with more context on the goals of this change, see the following design document: https://hackmd.io/7t8n7f8HSkmIg7o7aLRk1A
This PR as-is is pretty bare-boned. I would like your opinion on the following changes I hesitated to make.
If you have any strong arguments for these topics I'd love to hear them even if it is in incoherent angry babble.
Why It's Good For The Game
See the design document for full deets, but in short, this improves consistency and adds an element to ranged combat without being annoyingly abusable.
Changelog
馃啈 itseasytosee
add: Tactical resting has its revenge and it's better than ever! Going prone will make bullets not aimed at you directly pass over you unless you have been crawling on the ground recently.
/:cl: