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Death Nettle changes #25253
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Death Nettle changes #25253
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…ll as changed Botanists glove's to have the ThornyImmuneComponent, and for Death Nettle to have the ThornyComponent.
… Also displays a popup message .
…e-station-14 into death-nettle-restriction
5 damage seems a bit low if you don't use leather gloves, so low it heals on it own?(not sure where the threshold is). I would say it should deal the same damage types as the nettles, so burn and caustic, and make it scale with potency. picking it up without gloves should be almost as bad as getting hit with it. regarding the code, people will suggest to fix the whitespaces and probably take a look at this #21113 |
I think it should inject 1/4 of what a hit would do + 5 burn, since your not hitting yourself with it your just trying to hold it. |
botany should not be arming the masses with deathnettle, they should be arming the masses with gatfruits like the harvest gods intended |
I still think the injection amount should be lower than it originally was. If you swab amatoxin to it, it can crit someone in two hits: 6u of amatoxin * 12 damage = 72 poison per hit regardless of the armor they're wearing + 7.5 heat and 7.5 caustic for a total of 89 damage!! per hit on unarmored targets. At an injection rate of 1.5 per hit instead of 6 it's still a very respectable 33 damage per hit on unarmored targets (1.5 * 12 = 18 poison from the amatoxin + 7.5 caustic + 7.5 heat = 33), which is 4 hits to crit someone. It will also make the deathnettle empty in 8 hits instead of 3 while keeping it's total damage potential the same but spread out over more hits, allowing you to crit two people(4 hits per person) with 1 deathnettle before it's empty. This damage per hit is a tiny bit higher than the damage of an energy sword(15 heat + 15 slash), and I think deathnettles should at best be equal to one of those. To summarize: with a few extremely rare weapons as an exception(throngler) there is not a single other melee weapon that comes even remotely close to the damage ratio of a deathnettle that injects 6u per hit. Even Energy swords need 4 hits to crit an unarmored target, more if the target is armored, and those cost 8 tc and are extremely loud, while deatnettles are basically free and pretty quiet. So I think the injection rate should be set to 1.5 instead of 6 to lower the damage per hit on unarmored targets to 33 instead of the current 89. |
…at and caustic, and does more damage.
I have made some changes to remove some whitespace, and changed OnHandPickUp based on this feedback. |
I think half or more of complaints about Death Nettle are really about Amatoxin. |
yeess i always wanted the requirement of wearing special gloves to use |
I do think it would be fitting for both nettles to inject you with a bit of their reagents if handled improperly (without gloves). Maybe do let people use them without gloves, just at the cost of getting injected themselves each time they put it in their hands or attack. |
@Partmedia Is it okay that I mention you to review this PR since you seem to be involved in Botany with your PR? |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
That's fine, yes, though I need to get up to speed on the death nettle discussion. Can you please link me to relevant discussions about this on Discord or from other PR's? I skimmed your PR, and there are some code issues that we need to address, but we can worry about those once we conceptually agree how to go forward from here. |
There are discussions here, here and here. |
Thank you very much. As well as some of the github discussions that Anzarot121 shared, here is a discussion thread on the Discord that is relevant. Although, this discord thread became quite bloated, and has a lot to read. https://discord.com/channels/310555209753690112/1204095027836624956 - "Death nettles need some reeling in." This discussion might be related as well, as I wanted to bring up that poisons might need a checkup, but that is for another PR. I am totally happy to accept any code criticism to improve the flow and adhere to accepted standards. |
Is this ready for re-review now? |
No, I think I should survey the code again, and see if I can add more flavor to this, after I've changed to DamageOnInteract. I'm still concerned about adding throwing physics, as to the client, when they picked up the nettle and failed, the nettle would keep snapping to the player, then throwing. |
Since throwing is not predicted the sudden "snapping" part might be unavoidable at the moment. An alternative idea you could try out instead of picking up and then throwing the item would be to cancel the pickup and throw the item from where it was lying. This might potentially be visually more appealing. |
Yeah, I did try that too, perhaps I'll try to re-add that. |
Thank you for all the assistance and guidance. |
Hello! I've taken the time to go through this PR with how stuff works in master and such, and this is my feedback: As has been observed, amatoxin is a lynchpin when it comes to balancing nettles. The non-penetration of the normal nettles has made it basically dead when it comes to antag work, despite the potential to deal 55 damage per nettle/swing. Making the death nettle able to penetrate armor is a suitable upgrade to make it distinct. However, that also makes it necessary to be much more careful when balancing it. As-is, I think this PR makes the death nettle waaaay too strong for pretty much anything, either for crew or antags. It's already very strong in its basic form, but combining that with amatoxin (even at only 50% content) is really scary (you can two-hit SecOffs with a 50% amatoxin yield, and almost two-hit a bloodred). I think making it comparable to an e-sword if properly upgraded is a suitable place to put it. For that, I propose making it into a 2u injector instead. This is less than the nettle but that is offset by the fact it's armor penetrating. This results in the following damages:
This means that a botanist who is going through the effort of growing a death nettle and perfecting it to a near 100% amatoxin potency will come out on top against an e-sword, saving 8 TC and gaining other benefits such as being far less obvious. It will still be a good weapon against nukies if the poison is somewhat refined, but it's offset by being a melee weapon and difficulty to access. And if you don't refine it? A 20 per hit weapon against unarmored targets for just a bit of mutating is a perfectly fine result. |
Hello, I would like to balance Death Nettle itself based on its default circumstances, as it includes Sulfuric Acid and Fluorosulfuric acid. I recognize that amatoxin is wildly superior to the acids in damage to unit, 1u of Fluorosulfuric acid is 2.6 Caustic damage basically immediately A 50 potency Fly Amanita Spore contains 13 amatoxin. Regardless if the Death Nettle injects 2u or 5u, this damage potential is scary. I was hoping to work on this PR first, but Fly Amanita Spores are my primary target for change next. TL;DR, |
Since Death Nettle and Amatoxin are so heavily intwined I brought it up in the maintainer discussion; Independent of the Death Nettle we feel the Amatoxin itself is in a pretty good place; it's already slower than other toxins so it's not a great stealth kill poison, so with its potency it fills a niche as a great WarOps spear enhancer or to send someone to medbay to be looted/further injected. The fact that the Amanita spores can have such high reagent amount is where we found issues, and where we think a nerf is appropriate. Were the death nettles to be nerfed to 2u injection & 5 hits it is unreasonable that a basic 50% potency amanita fills that entire use (13.5u). After discussing it we feel a nerf to the reagent amount is warranted, since that can affect how it's used in nettles but doesn't impact its use elsewhere much. The suggested amount was a max of 10u amatoxin at 100% potency; that'll leave 5u at 50%, so while it is still a strong combo at that potency it is no longer as sustainable. It'll let experienced botanists try to tinker for a perfect 100% potency nettle which will give all five hits full impact, which rewards the time investment and risk of getting caught (since both death nettles and amanita spores are highly suspicious to grow). We're open to nerfing it further in the future, but this felt like a good starting value. Considering the relationship nettles and amatoxin has, I think it's preferable if the nerf is included in this PR. It's just a single value change of the max reagent amount from 25 to 10 after all. |
Honestly, it is nigh impossible to reach 100 potency. It is already difficult just to get 50 potency without destroying a plant because the kudzu and death gene they can contract are so easy to roll. 50 potency is where stuff like this showed primarily be balanced, as it is easily obtainable. |
Just wanted to point out, with enough chems basically anything is possible.. since there's phalanx which removes the death gene, sedin which removes the seedless gene, alongside healing chems like ammonia/dylo/etc. Sure, its relatively hard to get but I feel like getting to a high amount of potency isn't actually all that difficult. |
Maybe I'm just a cynical botanist, but it can be hard to acquire those chemicals from the Chemistry staff. Also, updated my branch to latest upstream seemed to fix the build issue. |
This is my first PR, let's gooooo.
About the PR
A user must have Botanist's Leather Gloves equipped in order to pick up this feisty plant, or you'll face its stinging wrath.
An unprepared user will be stung, taking heat and caustic damage, with a small chance to get stunned from the pain.
Death Nettle is now able to pierce hard suits.
Death Nettle will also "wilt" after 5 uses.
Why / Balance
Death Nettle is a very powerful tool which Botany must cooperate with Chemistry and Cargo in order to obtain.
Being a melee weapon with a relatively high base damage (8 heat, 8 caustic, totaling 16), as well as being a chemical injector capable of injecting 5u of reagent to a target per swing, a single Death Nettle can be a powerful weapon.
Once a botanist has groomed a Death Nettle into an incredible weapon, it could then be mass produced and distributed to the station in response of Nuclear Operatives or other major station threats.
This PR gives Death Nettle restrictions in exchange for being a powerful melee weapon and chemical injector.
Gloves are a fairly limited resource, generally only being found in Botanist's lockers, and they are not available in any vending machine.
If the player is not wearing these gloves specifically, they will take a minor amount of heat damage and caustic damage, with a small chance of being temporarily paralyzed.
Technical details
Expands the DamageOnInteract system and component to allow stunning (paralyzing) a user who takes damage when interacting with an entity with the DamageOnInteract component.
Also includes the option to add a delay on when a user can interact with an object with this component, primarily to stop spam clicking.
Also adds the ability to throw the object in a random direction if the entity is not being pulled. (Due to throwing not currently being predicted, this caused the entity to spastically jostle around)
DN-090824.mp4
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Breaking changes
Changelog
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