Scheveningen Posted August 25, 2018 Posted August 25, 2018 https://github.com/Aurorastation/Aurora.3/pull/5176 This is to make it much harder to remove someone's limbs as most weaponry should not actually gore people's limbs in so few hits. Looking at you, glass spears. Presently, it's a little too easy to kill people simply because of how easy it is to remove their limbs (the legs and feet in particular), which leads them to be stunned and then finished off incredibly easily. In addition, it is no longer possible to lose a limb through heavy armor in a single blow short of the Anti-Materiel Rifle itself, as a result of these changes. This PR puts a larger emphasis on allowing for more sustained and interesting combat, allowing for participants to still have opportunities to be able to walk away after the first shot is fired or to make concerted efforts to fight back. Certain things that have enough lethality to maim or doesn't rely on lethality at all will not be substantially effected by these changes. However, you can't lose your foot from a point blank slug or revolver bullet unless you have no armor or said armor fails to halfblock.
BurgerBB Posted August 25, 2018 Posted August 25, 2018 I need you to explain to me why you chose this values, and if you're aware of what weapons will be affected by this change. Are you aware of how armor calculation works? Are you aware of how armor coverage works? Have you tested any of these changes with the anti-material rifle or the revolver? I can tell you right now that extensively testing and reviewing armorcode with my PR, revolvers will still gib feet with this value, especially ERT feet. You're also effectively claiming that: An arm has 75% of the mass of a torso. A leg has the same mass as an arm. A foot has 2/3rds the mass of a leg. One of the reasons why I closed my own PR that touched on limb values is that the thing that's broken isn't a few quick variable changes, but how armor+gibbing calculation works. That code needs to change, not the health of limbs.
Scheveningen Posted August 25, 2018 Author Posted August 25, 2018 Armor works fine as is. I can tell you right now that extensively testing and reviewing armorcode with my PR, revolvers will still gib feet with this value, especially ERT feet. Only in cases where the armor fails to block even half the damage. The damage of a weapon must exceed the amount of remaining health that is on a limb before the limb is supposed to gore, which is why you're capable of immediately removing a hand or a foot with a revolver shot or a shotgun slug. These thresholds are far too low and thus they are changed. Furthermore, also keep in mind that a weapon that damages over 20 brute will more commonly penetrate armor even without the armor penetration flag. Armor coverage works different for hardsuits, which applies the same armor values to cover every part of the body (as the ERT gloves and boots have damage resistance, and cover both). This is the only case in the game where armor coverage works in this way. Health values do not represent mass, nor are they intended to represent mass.
PoZe Posted November 24, 2018 Posted November 24, 2018 Project was not approved and discontinued, moving the thread.
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