-
Notifications
You must be signed in to change notification settings - Fork 3.4k
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’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Fix ninja stunlocking #33244
base: master
Are you sure you want to change the base?
Fix ninja stunlocking #33244
Conversation
…ost. TL;DR Ninja can still stunlock, but for a shorter amount of time and higher energy cost. Each stun applied is 1 second, with a 1 second cool down. The ninja may stun 5 times on one small-capacity powercell, for a total of a maximum 5 second stunlock if they use all the energy in their cell. There is a conflict in the design of ninja stunlocking with their gloves. Content.Server/Ninja/Systems/StunProviderSystem.cs Has a comment: // short cooldown to prevent instant stunlocking _useDelay.SetLength((uid, useDelay), comp.Cooldown, id: comp.DelayId); _useDelay.TryResetDelay((uid, useDelay), id: comp.DelayId); However, Content.Shared/Ninja/Components/StunProviderComponent.cs has the following code: /// <summary> /// Time that someone is stunned for, stacks if done multiple times. /// </summary> [DataField] public TimeSpan StunTime = TimeSpan.FromSeconds(5); /// <summary> /// How long stunning is disabled after stunning something. /// </summary> [DataField] public TimeSpan Cooldown = TimeSpan.FromSeconds(2); Currently, a ninja may apply a 5 second stun every 2 seconds, and may do this 10 times on a full small capacity energy cell. This requires too little skill and energy to be considered balanced, considering the ninja's entire toolkit. The PR adjusts the stun length to 1 second with a 1 second cooldown, and doubles the energy cost of stunning. Stunlocking is now still possible, but the ninja can only stunlock for a maximum of 5 seconds and must consume all energy in a small capacity powercell to do so. This will incentivize ninjas to find other ways of dealing with threats such as crafting cable cuffs or upgrade their suit cell.
referencing Content.Shared/Cuffs/Components/HandcuffComponent.cs /// <summary> /// The time it takes to cuff an entity. /// </summary> [DataField, ViewVariables(VVAccess.ReadWrite)] public float CuffTime = 3.5f; /// <summary> /// If an entity being cuffed is stunned, this amount of time is subtracted from the time it takes to add/remove their cuffs. /// </summary> [DataField, ViewVariables(VVAccess.ReadWrite)] public float StunBonus = 2f; Stun length was increased to allow ninja to cuff stunlocked targets, making use of the stun bonus.
"This will incentivize ninjas to find other ways of dealing with threats such as crafting cable cuffs or upgrade their suit cell." but a 1 second stun isnt enough to cuff someone. and frankly all of this is excessive to fix the issue anyway. just increase the stun cooldown. a 5 second stun cant stunlock if the cooldown is 15 seconds. and this would still encourage the ninja to prepare something else since they know they're only gonna get one stun before the enemy has at least 10 seconds of immunity. this is an overcorrection for a minor problem. and frankly, the ninja is kind of meant to be really strong. no one is making prs about how the rat king and dragon can melt a guy in 2 seconds with their swarms but a nonlethal stunblock that drains most of the ninjas power [thus denying them most of their other abilities if they chose to stunlock] is too strong? it doesnt really seem like an issue that needs fixing imo. |
The stun will still disarm people, and ninjas are meant to be stealth-focused |
I have increased the stun to 2 seconds, and with the time bonus for cuffing stunned targets, ninjas can now cuff stunlocked targets with a 0.5 second grace period. An instant 5 second stun with a 15 second cooldown is too strong. The stun is not intended as an escape tool as the ninja already has teleport. The stun is a disarming tool, and should not provide a free 5 second window to crit someone with the very strong ninja katana. By requiring the player to continuously stun the target, it raises the skill floor and ceiling, demanding the ninja to have enough energy and not expose itself to other threats. Currently, a ninja can 1v2 or even 1v3. This tweak is not necessarily a nerf as the ninja will still have 5 stun and disarm opportunities on a single power cell. It just modifies the playstyle of using a stun. |
This is 100% a nerf, and in my opinion an unneeded and excessive one. If you fight a ninja one on one in close range you SHOULD lose that fight. I feel like you should be punished for it if a ninja can take you alone, which the current stun system accomplishes. The issue isnt the ninja here, its people going lone wolf against a ninja and getting upset they lose. If security goes in pairs, this is MUCH less of an issue. Furthermore, you say they can use 5 stuns, but stuns are not the only thing that consume power. Cloaking, EMPing, etc. all consumes power leaving you with much less ability to stun. Could the stuns be toned down? Maybe. But this goes way too far in MULTIPLE areas. The power consumption is an extreme nerf, the stun duration is an extreme nerf, etc. You said yourself you are making the stuns FIVE times worse in terms of duration on a single cell, which just feels like a massive overreaction to people getting upset they cant 1v1 a ninja, which is intentional. The only way I feel like these stuns should be changed is increasing the cooldown from 2 to 4 seconds, meaning you can still stunlock one person, but not multiple at once (I have not seen this done, but if it is possible it may be a bit too much.) TLDR: This PR tries to correct an issue that does not exist in the form of a massive and extremely excessive nerf, so I do not believe it should be merged. You dont see people complaining that guns do too much damage so they reduce the damage to 20% of what it used to be, its both excessive and not neccesary. |
this is so you cant apply 60s of stun in 10ms with a macro |
This isn't a reaction to players trying to 1v1 a ninja and losing. The ninja has a diverse toolkit - bullet reflect, teleport, invisibility, high speed, throwing stars, emag, and the best melee weapon in the game. Stun gloves are unfortunately a one stop shop for every combat situation. This PR pushes the stun in the direction of a disarm, and still provides the ninja with absolute dominance in melee situations. The power cost means that the ninja has to be fully charged to have the 100% stunlock duration, and I don't think demanding resource management of a ninja player is excessive. The stun needing to be reapplied means that the ninja must not be exposed to other threats to sustain it. I am open to modifying the power cost, but ninjas are currently able to sustain a series of fights for far too long without needing to retreat and recharge. If the ninja wants to win a 1v1 fight, it should because the player employs the entire toolkit effectively, not because it has one ability that wins with one click. |
Ninjas are VERY frail, and if you stun a HoS/Security officer with an SMG, etc. in their bag or on their back, it allows them to magdump you to crit or atleast damage slowdown in extremely little time. I get what this PR tries to dom but it adresses an issue that is again, minor or nonexistant, with a massive nerf. If you want to nerf the stun, start off with something light, like keeping the power the same, and decreasing the stun duration from 5 to 3 seconds while keeping the cooldown on 2. But this PR does far too much far too severely to fix an issue I still think does not exist. |
Each stun now consumes 1/6 of small capacity of powercell instead of 1/5.
Feedback has been integrated. Link of new wombo combo in discord #development https://cdn.discordapp.com/attachments/310555209753690112/1305188562496520304/Desktop_2024.11.10_-_10.08.02.06.mp4?ex=67321f12&is=6730cd92&hm=4870738dd196f3b155335bd6d1fe816a78336f2e4741d457c07f2f067f758e2b& |
Better, still think the CD should stay 2 and stun time maybe 3 |
I still think the power usage should still be 1/10th |
Same for me, not a neccessary nerf. |
if you want to remove stunlocking all you have to do is increase cooldown to be longer than the stun duration not completely destroy the ability |
And if this is the case a lil popup saying your gloves are ready again would be cool |
The purpose of this PR is not to remove stunlocking. The purpose of this PR is to make stunlocking more mechanically demanding and more resource intensive while retaining the disarming and stunning capability of the gloves. I will show some math:
Should the ninja be dominant in 1v1 situations? Yes. Should the ninja achieve this dominance through one ability that guarantees victory provided they can click on someone 3 times? I argue no. The ninja has a diverse toolkit:
Does the ninja have kill objectives? No. Is the ninja supposed to reward stealthy players or combat-oriented players? I argue stealthy. And once again, this PR does NOT remove stunlocking. Anyone who can use the toggle harm and switch hands hotkeys can still stunlock, and it is a fun combo to pull off. The stun cost is now more reasonable, and the nerf to duration makes it more of a disarming tool than an "I win" button. |
@BramvanZijp @ScarKy0 I would like to see you address these arguments and would appreciate your feedback. I have been playtesting extensively and the current stun and cooldown timings require concentration to sustain but leave a margin for error, which is the goal of this PR. My testing indicates that the power nerf is balanced. Before or after stunning someone 5 times, you can:
There is not enough charge in the suit for EMP burst if you stun someone 5 times. If you absolutely demand that a ninja should be able to stunlock and EMP, my response is that they should just grab a medium capacity power cell from a maints flashlight. |
I mean these numbers seem okay and I totally forgot you can find medium cells in maint flashlights. These numbers sound okay for a roundstart ninja considering you can still upgrade your power capacity. Mainly my problem here is the stun duration. I do understand your point and the values are reasonable, however to me it still sorta just feels like a very random into-the-ground nerf. Also could you provide the numbers for medium and high powercells? |
Ninja should win 1v1s, they should be taking at least some damage in 1v2s. If you want to kill someone, you should have to ambush them when they are alone, because the entire kit is designed for this. If you take a bad fight, there should be consequences, and you prepared with gauze and retreated. Is your expectation that ninja should be able to run through the station taking fights without ever taking damage? The ninja is a stealth predator antag. If you are getting jumped, you aren't using the tools as intended. I'm not demanding perfect combat play with this stun nerf, I'm reigning in the stun so ninja becomes a proper stealth antag.
It is not into the ground, the stun still absolutely destroys in a 1v1. You can't stand up, you drop your weapon, and it gives the ninja a free 30 slash + 5 shock attack, and the ninja can do it over and over again. I cannot stress how much I feel that people are overreacting to this. Ninja code is bad. Ninja code is not necessarily balanced. Yes, it is a hard antag to play. No, it doesn't need the current stun strength. Small powercell has 360 joules, which equals Medium capacity has 720, so each stun would cost 1/12 of a powercell instead of 1/20 High capacity has 1080, so each stun would cost 1/18 instead of 1/30. |
I do agree I overreact to this a little, but seeing the numbers I can say I agree with the energy increase, but I think the stun duration should stay around the same or at least within 3-4s. As far as ive seen ninja stuff, they stunlock to steal items without killing, but this also depends. If the stun duration is 2s this just means you gotta stun -> whack -> stun -> whack and then loot the corpse. But yeah seeing the numbers I agree with the power usage changes at least. |
The PR makes the stun duration 2.5s (I forgot to update it in a few places, apologies). This is enough time to cuff someone if you want to strip them for more than a headset. I am open to adjusting the stun to 3 or even 3.5 seconds provided we make the cooldown the same amount of time to prevent stacking. |
How about a 3.5s stun and 3s cooldown to prevent needing perfect timing & connection, or better yet, leave duration at 5, cooldown set to 4, since double cooldown and increased power cost is already a severe nerf. |
3.5 sounds great |
Setting stun duration to 5 seconds and cooldown to 4 seconds with 6 charges is a BUFF to spam clicking, not a nerf. Currently, with stun duration 5 and cooldown 2, with 10 stuns and spam clicking: If stun duration is 5 and cooldown is set to 4, with 6 stuns and spam clicking: With this PR, with stun duration 2.5 and cooldown 2.5 and spam clicking: Requiring the ninja to recharge in between stunlocks is GOOD for balance. To address perfect timing/connection issues I am open to setting the cooldown to being 0.20 seconds less than stun duration to account for ping but we can't balance a fast paced antag around people with 200 ms ping, and there is already input buffering to handle packet loss and ping in the first place. With a 2.5 second instant proc stun, a ninja can stun once and cuff. They can also stun, switch hands, harm intent, attack, switch hands, deactivate harm intent, and stun again, until the charge runs out. That's 6 stuns, which deals 30 shock, and 6 attacks, which is 180 slash. It's a guaranteed crit on anyone with less than 61% slash resist, and cap carapace only has 50%. The ninja has not lost any combat capability. The stun has been reigned in to be an ambush, disarm, and stunlock tool instead of an "I win" button that can be used multiple times without recharging. Needing to reapply the stun in between attacks to prevent the target from being able to do literally anything while you kill them is not unreasonable or excessive in the slightest. I am play testing this. I am doing the math. I am doing the work. I am patiently explaining all of it. Please consider the evidence with an open mind. |
Cuff time is 3s and that does not account for ping on top of reaction time, so you are basically relying on victim letting you cuff them even at 3.5s if you do not have nearly no latency at all Though if 2 ninja stars cause stamcrit, then generating them ahead of time should be enough. |
I respect that you are this dedicated to this PR, but it still is simply too extreme of a nerf to do all at once, Furthermore, increasing the charge cost and cooldown is NOT a buff, it consumes more power and you cannot add an additional stun for longer, which is also detrimental in situations with multiple opponents, and I do not see how it can be beneficial in ANY situation, as it only limits you. (You can choose to wait 4 seconds anyway) I get what you are trying to do here, but its simply too much of a nerf to the ability, regardless of what ninja still has left. Ninja shouldnt NEED to grab a pair of cuffs to win a fight without draining over half of their cell considering a HoS in their hardsuit can take 4-6 stabs before going crit. I can see you justify changing the cooldown to be 4 seconds (making it equal may unfairly punish players with worse ping, not certain, but itd be safer to leave SOME wiggle room.) And increasing the power cost, but doing both severely in the same PR is already pushing it, let alone also halving the stun time, its too many nerfs for an issue that MULTIPLE experienced people agree is not anywhere near as severe as this nerf is treating it as, so I am still in favour of either closing this PR or changing only the power consumption and POSSIBLE the cooldown. |
If 2 stars cause stamcrit, then thats something to consider, but I still think this balance change should be done gradually, and then if it turns out to not be enough, another one can be made. |
Per https://github.com/space-wizards/space-station-14/blob/master/Content.Shared/Cuffs/Components/HandcuffComponent.cs , |
I wrote that having a 5 second stun with 4 second cooldown as you suggested with only 6 charges is a buff to spam clicking. It makes it more efficient compared to 5 second stun with 2 second cooldown and 10 charges.
The ninja should be dominant in 1v1, not in situations with multiple opponents. The detrimental effect is intentional. We want them to be stealthy, we want them to ideally retreat from combat, and if they are engaging in combat, it should be because they planned an ambush.
Currently if you click too early, your total stun is shorter than if you click perfectly on time. Your energy spent is now always worth the full amount of stun time rather than spending the energy and receiving diminishing returns on the stun time. Spam clicking would be consistent with this PR, mitigating latency and reaction time issues.
The ninja should need to be prepared for a fight and should have to expend resources to avoid risk in fights. They have the luxury of choosing when to fight. They have AA. They have super speed. They have teleport. They can disengage from combat and recharge whenever they want. The HoS and Captain should represent the hardest targets for the ninja to defeat. The ninja should not have an "I win" button. As established earlier, with this PR, a ninja may stun and attack 5 times, dealing 25 shock and 150 slash, which equals 100 total damage and a crit state on a target with 50% slash resist. They would still have the equivalent of 33 seconds of invisibility or 2 throwing stars after doing so with a small capacity powercell. Gloves and teleport do not require power. With a medium capacity, they would be able to stun 5 times, EMP, AND cloak for 133 seconds afterward. So I'm really not understanding your argument about the power nerf being too severe. I can keep showing the math. But you haven't told me why the ninja needs so much power. The thesis behind this PR is that the ninja needs to become a more stealth oriented ambush style antag. They still have exactly the same tools as before, they just need to actually use their brain about resource management and being stealthy to be successful.
|
basing the stun duration around cuffing is odd since ninja have to steal or craft cuffs from lv, and having to cuff every single person you kill in maints would be annoying |
I'm not sure if you're reading what I've been writing. The stun is a disarming tool that gives the ninja a free 30 slash hit and deals 5 shock. You can re-apply it to stunlock someone while you kill them. You do not need to cuff every single person you kill in maints, because again, the ninja has a 30 slash weapon, can stun 6 times on a full small-capacity battery, and most targets will go down in 4 sword attacks alone. |
The stun is not a disarming tool. The stun is a tool to incapacitate a target to allow you to kill or optionally rob/cuff them. You are TURNING it into a disarming tool with this PR, which I still dont think is justified. And both mathmatically and practically, the changes you are making are severe. Again, Id udnerstand if you want to nerf the cooldown OR the power consumption, maybe both if you dont overdo it, but nerfing the ability in all 3 ways simultaniously is still not justified, and I feel like the fact that several people are saying the exact same thing means something. You also mention a buff to spam clicking, which if you are wasting your charges recklessly thats not something I feel like we should consider for this PR. Also, while I am not sure on this, I BELIEVE that the stun stacks, meaning if you click them 5 times with no clicks being on cooldown, I dont think the timing matters, which invalidates that entire argument even though it was not relevant to begin with. As for the charges, you keep saying they have 6 charges by default, which is mathmatically true, but practically false, since while you are playing as a ninja, you will ALWAYS use your cloak to move around with less chance of detection, and optionally may need to use your other abilities after that, resulting in you never engaging in a fight at 100%. I feel like right now the ninja is in a fine spot balance wise, and ninjas are still 100% killable while being far from a pushover. Also, you saying "I refuse to allow the goalposts to be moved any further than that." feels odd to me. Its up to the maintainers if this PR gets merged, so odds are if you arent willing to take feedback and be flexible with that instead of making it slightly less extremely nerfed and calling it a day, they could easily just reject it, which I still hope happens. Im going to stop responding to this PR now, because its not going anywhere. You keep pointing out numbers that apply in optimal conditions which you will not be able to replicate in a real round. The ninja is currently in a solid state balance wise, and not ANYWHERE near overpowered enough to warrant a nerf which 3+ people repeatedly state is extreme, regardless of your numbers which again, only apply in ideal conditions as opposed to practical and realistic scenarios. |
This comment was marked as abuse.
This comment was marked as abuse.
This PR does not change anything that you are claiming it does in this statement. It still incapacitates and allows you to kill or rob or cuff them. It just actually consumes a meaningful amount of energy now, and requires you to more actively sustain the stun if you want a longer stun duration.
Why isn't it justified though? I have shown over and over again just how powerful the stun is, and how powerful it still would be. I have shown that the power balancing still allows the ninja to access their kit alongside the stun increase. EMP costs 180, cloak costs 1.8 per second (very low). The stun costing 60 is much more reasonable considering a total of 360 joules that can be refilled from any APC, Substation, or SMES indefinitely. And by just grabbing a medium powercell, you get twice as much power.
No, it doesn't, at least not explicitly. Simply repeating "excessive" is not an argument. Please, someone, make a case for WHY the ninja needs the current stun strength and power consumption levels to be an effective antag.
As established earlier, cloak only uses 1.8 joules per second so you still have 33 seconds of cloak if you use 5 charges on a small capacity powercell. Currently the ninja has laughably little resource management aside from counting the number of teleport charges.
This PR is intended to significantly modify the way an ability is used while retaining its functionality. Making a PR that changes basically nothing is a waste of everyone's time. I did take feedback and updated the PR, and I will continue to take feedback on the idea.
If you're out of arguments or feedback, that's fine. We're all volunteers here. Your perception that ninja is balanced currently is just that, a perception. You have not made a specific case for why the ninja currently is balanced, or would become unbalanced with this PR, you have not presented any evidence aside from "people agree with me." The purpose of this balance adjustment is to incentivize stealthier playstyles. I have made a strong case challenging that perception and that case will remain here until it is reviewed by a maintainer. |
If you're out of arguments or feedback, that's fine. We're all volunteers here. Your perception that ninja is balanced currently is just that, a perception. You have not made a specific case for why the ninja currently is balanced, or would become unbalanced with this PR, you have not presented any evidence aside from "people agree with me." The purpose of this balance adjustment is to incentivize stealthier playstyles. I have made a strong case challenging that perception and that case will remain here until it is reviewed by a maintainer. |
The community is not a monolithic entity, I personally think the PR is a step in the right direction, what's the right direction? Nerfing ninja to be a more balanced and interesting antag and not a McGuffin of individually overpowered mechanics.
I disagree, 2.5/2.5 still permits the ability to be an instant melee-range on-demand stun that takes up no inventory space and is almost guaranteed to be on-standby 24/7, hear what I just said? That's already overpowered and most antag players would give up a liver for something like this. What 2.5/2.5 does is prevent using it on several targets at once, which I'd argue is good. Now for my own opinion, I think the stungloves are great, but you could cut them out of the kit and possibly make ninja a more interesting and balanced antagonist, why? Your kit remains an overpowered McGuffin and taking out the cherry on top wont undo it. You still have: Point is, you won't suddenly become a joke if you can't instantly stun someone if they're in melee range. |
Hey, just a reminder to everyone. Please remain civil and provide constructive criticism to PRs. Contributors are the lifeblood of this project and it's important that you treat with respect just as they are expected to treat you. |
Not providing direct feedback on the changes because honestly I haven't given it enough thought yet, but just wanted to comment that I don't know how much a change in how stuns work will change this much. I feel like people who want to treat the ninja as a killer are still going to do just that. I can say that I've been lucky enough to play ninja quite a bit and complete green text pretty much every run. I think I've killed someone maybe once or twice during all my runs. There's just no reason to need to kill at all (which I actually like, being able to cause chaos without directly taking someone out of the round, even temporarily)
Agreed that the stun is obviously very strong currently (I mean you can keep someone stunned the entire time you complete a comms or record console hijacking, lets be real that may be a bit much). And I think I even agree with nerfing it to some degree, however, I don't think a stun change necessarily points people to be more stealthy. A majority of ninja's I've observed that try to get in fights with more than one person tend to lose. Hell, there's a comedic amount of ninja's that lose to HoP walking into the bridge pulling out their disabler when they spot the (lets be honest, still obvious) "cloak". And a big part of that is just having to fumble with items (like having to have your sword out to dash, which is made worse with the hotbar action swapping issue - though I believe I may have seen a PR fixing that?) The short of what I'm saying is, yes, ninja strong, but dunno if changing the stun will "push" people to be more stealthy. |
Increasing the stun delay and power consumption is fine, but please keep the stun time the same, if it's extremely low then you are encouraging just killing the target instead (or just anti QoL if you want the ninja to spam click instead) |
These are good points. My belief is nerfing the stun (which is deserved to begin with) will sharpen the difference between disengaging from combat and engaging in combat. If crew gets the drop on the ninja, the ninja should have to choose between committing a significant amount of power, time, and risk to neutralize them through combat rather than teleporting away and setting up an ambush later. Ninjas should be punished for exposing themselves. Teleport charges are limited meaningfully, but currently stungloves are not, so this PR should make the choice between them more meaningful. And yes I agree, if a ninja decides they are going to be a maints murdergoblin, adjusting stun won't change that meaningfully. |
I understand the interpretation of this being anti QoL, because it is, but only for critting people with the stunlock. With the PR's stun length and cooldown, it does require switching back and forth between hands and harm intent to stunlock and crit, which is demanding but absolutely doable. Stripping, however, does not require this mechanically intensive combo and therefore the ninja is incentivized to strip, and stunlock murdering is much harder. I would not classify the 2.5s stun time as extremely low, but I am now leaning towards 3 seconds. The sec stun baton requires 3 hits to stamcrit and stamcrit applies a 6 second stun (if I am interpreting https://github.com/space-wizards/space-station-14/blob/master/Content.Shared/Damage/Components/StaminaComponent.cs correctly). So half the duration of a stamcrit applied in one click seems fair. I will now update the PR to 3 second stun time, 2.80 second cooldown. |
The earlier 2.5 second stun and 2.5 cooldown was functional in playtesting, but in response to feedback, a 3 second stun and a 2.8 second cooldown will provide better QoL and account for ping more generously. Two consecutive stuns is now the same duration as being stamcrit by a stunbaton/disabler etc.
Comment now accurately describes new cost proportional to small, medium, and high capacity powercells.
Deadass remove their stuns and give them smoke grenades/implants |
TL;DR Ninja can still stunlock, but for a shorter amount of time and higher energy cost. Each stun applied is 3 seconds, with a 2.8 second cool down. The ninja may now stun only 6 times on one small-capacity powercell, for a maximum 18 second stunlock if they use all the energy in their initial small capacity power cell. Cuffing a stunned target takes 1.5 seconds. It is still possible to stunlock and crit someone with the energy katana, but the ninja will have to alternate between attacking and reapplying the stun.
About the PR
There is a conflict in the design of ninja stunlocking with their gloves.
Content.Server/Ninja/Systems/StunProviderSystem.cs Has a comment:
However,
Content.Shared/Ninja/Components/StunProviderComponent.cs has the following code:
Why / Balance
Currently, a ninja may apply a 5 second stun every 2 seconds, and may do this 10 times on a full small capacity energy cell. This requires too little skill and energy to be considered balanced, considering the ninja's entire toolkit.
The PR adjusts the stun length to 3 seconds with a 2.8 second cooldown, and increases the energy cost by 166%. Stunlocking is now still possible, but the ninja can only stunlock for a maximum of 18 seconds (as opposed to 50!). This will incentivize ninjas to be stealthier ambush antags and to find other ways of dealing with threats such as crafting cable cuffs or upgrading their suit cell. Stunlock murdering, while still possible and reasonable doable, now requires the ninja to switch back and forth between katana attacks and reapplying the stun.
Cuffing only takes 1.5 seconds if the target is stunned, so a 3 second stun allows the ninja to be 1.5 seconds late with the cuffs and still succeed. Targets may be fully stripped within 3 charges, realistically.
Technical details
Energy requirement for stun increased from 36 to 60 joules
Stun length decreased from 5 seconds to 3 seconds
Stun cooldown increased by 0.8 seconds
Requirements
Breaking changes
None
PR Changelog
11/10 Stun length increased from 1 second to 2.5 seconds to allow for cuffing.
11/10 Stun cooldown restored to original 2 seconds from 1 second, requiring the stun to be reapplied as it expires.
11/10 Power cost change adjusted from 72 to 60 joules
11/10 Stun length increased again from 2 seconds to 2.5 seconds for easier cuffing
11/10 Stun cooldown increased to 2.5 to match stun length
11/12 Stun length increased again from 2.5 seconds to 3 seconds to address QoL/ping concerns
11/12 Stun cooldown increased to 2.8 to match stun length, requiring the stun to be reapplied as it expires, but providing a generous 0.20 second window to account for ping/packetloss and reaction times.
🆑