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Movespeed Modifiers - Feedback Thread


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Posted

This thread to address any lingering issues that may still be around concerning Movespeed Modifiers (ie slowdowns when you're carrying things like duffel bags, when you turn on magboots, or even speedups like certain chemicals).

TLDR, Movespeed Modifiers were not working when we implemented smooth movement, but a recent PR has restored them. However, the original values felt really Not Fun with our new movement style, so a second balance PR has been test merged the last day or so that revises those figures.

While it seems like the initial pass helped for most bad cases I observed originally, but just culling feedback to fine-tune the PR before it is fully merged. This feedback thread is for any movespeed modifiers you may have noticed within the last ~36 hours or so that still feel Not Fun after the balance pass.

Posted

Half speed feels really good in heavy armour. A touch slow in voidsuits maybe. Duffle bags are still hell.

You can still hit insane speeds with combos of drugs, but the more sensible single hyperzine, or kilosemine is pretty reasonable.

If you mix hyper, kilo, coffee and synap, you still go faster than ghosts.

Posted

Reagent speedup/slowdown movespeed modifications no longer stack. I didn't implement a weighting system- the chem in your system that makes you move fastest overwrites any others. Speedup/slowdown can exist simultaneously; if you get drunk and drink coffee, they'll both affect you, but taking hyperzine on top of that will overwrite coffee's speed modifier.

No arguments re: duffel bags or voidsuits, nudged those down (except for some voidsuits whose descriptions explicitly say they're heavy. Looking at you, GD voidsuit that says it is literally plated with gold). Drunkenness also has a bit less slowdown now.

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