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Fix ninja stunlocking #33244
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Fix ninja stunlocking #33244
Commits on Nov 10, 2024
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Fix ninja stunlocking-shorter stun, shorter cooldown, higher energy c…
…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.
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Increased stun length and cooldown to 2 seconds to allow for cuffings
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.
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Reduced power cost increase from 72 to 60
Each stun now consumes 1/6 of small capacity of powercell instead of 1/5.
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Commits on Nov 12, 2024
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Stun adjusted to 3 seconds, cooldown adjusted to 2.8 seconds
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.
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Corrected comment on charges per power cell.
Comment now accurately describes new cost proportional to small, medium, and high capacity powercells.
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