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Modernizes abductor Baton #27082
Modernizes abductor Baton #27082
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!wiki_label |
I do like it, but do still think that the baton doesn't need a do_after on sleeping. |
Over balance/feat limit Oop |
Open balance pr slot whoo |
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One small thing while you're here, LGTM otherwise.
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Blind bot doesn't know what requested changes are smh
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CLGTM
I was about to write a long comment about why this is bad, but after testing it out, it's.. fine. The baton doesn't have the extra attack cooldown the contractor baton and stunbaton have, meaning you can hit your target again (almost) immediately. Combined with the knockdown, you can still have someone fully stunned in less than a second without getting your face blown off by a shotgun, and the sleep delay isn't really long enough for someone to accurately call for help. If either of those were changed, I'd say that this was too big a nerf for an antag that's fine balance wise, but right now this doesn't really change their playstyle that much. |
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one last thing
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Signed-off-by: Silverplate <118299273+silverplatedelta@users.noreply.github.com>
What Does This PR Do
The abductor baton is now a 2 hit stun with knockdown on hit, comparable to the contractor baton. There is now a 2.5 second do-after to put someone to sleep. Cuff and probe modes were unchanged.
Why It's Good For The Game
This removes the last vestiges of old combat from our codebase, and brings the abductors inline with the combat system used by the rest of the game.
Testing
Bully a skrell. Ensure baton cannot be used by non-abductors.
Declaration
Changelog
🆑
tweak: Abductor baton now takes 2 hits to stun, and 2.5 seconds to sleep.
/:cl: