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Add a push in a push...? #1336
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I really dislike disarms too due to how heavily RNG it is. A quick fix would be to always deal some stamina damage on a successful right click, while the chance for disarming held items remains the same. The guaranteed stamina damage will be less than the current stamina damage on a successful shove roll. Then we can build on that by making the push shove someone back, and the distance depends on MassContest, HealthContest and StaminaContest. |
Isn't it a bug how unlikely it is to do anything? It's absurd how it just randomly acts like "this person cannot be pushed at all" even though I'm a big Oni and they're a lil Felinid. |
I did run a test earlier on how many shoves on average it takes to fully incapacitate someone. Chose small, medium and large race representatives as felinids, humans and onis Felinids on average required upwards of 30 shoves to fully down. Either way, |
What do you mean by "fully incapacitate"? These numbers sound ridiculously high. |
It's how many pushes it took to push someone over... Stamina drain him. |
that is ridiculous |
Oh and small detail, I was a 80 kg human during these tests. |
Description
Either way, not simple really. The right click disarm/push kindaaaa.. sucks and is not usable except for roleplay reasons.
So, I propose...
Make it push you like it did back in SS13 and if you push someone into a wall it trips 'em? Or maybe at least making it good enough so that you don't need to be pushing someone for 3 years to knock 'em over? Would add some overall robustness to melee and make this mechanic more relevant than an after thought.
Media
The Great Tide
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