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VMSolidus 826aa5bf95 Mech Legs Balance Pass (#21946)
This PR tweaks the stats for several of the mech legs to have fairer
movespeed characteristics and be a lot less punishing for taking damage.
The general complaint I saw from players was that taking enough damage
made the mechs suddenly feel useless, as the extra delays from leg
damage were far too punishing.

I also added a new mechanic for the extremely rare Cult Mech that allows
it to actually GAIN movement speed when damaged, as a sort of "Fragile
Berserker" mechanic that will help make it actually useful as a melee
combatant gimmick. I came up with that idea after watching a round where
an antag managed to get a cult mech, but he was physically incapable of
getting into melee with anyone while driving it.

As a bugfix, this PR fixes glide sizes for mechs so that their smooth
movement correctly reflects how the different directions have different
movement speeds.


https://github.com/user-attachments/assets/0bf63edd-b0db-4257-a6e4-c42e5cf16962
2026-03-04 19:51:27 +00:00

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/obj/item/mech_component/propulsion/hover
name = "heavy thrusters"
exosuit_desc_string = "heavy thrusters"
desc = "An set of very powerful hover-thrusters meant to propel an exosuit. These seem bulky."
icon_state = "heavy-hoverlegs"
mech_turn_sound = null
mech_step_sound = null
max_damage = 150
move_delay = 5
turn_delay = 2
strafe_delay_modifier = 1.2 // minimal delay on strafing.
reverse_delay = 10
power_use = 2500
trample_damage = 0
hover = TRUE
/obj/item/mech_component/propulsion/hover/light
name = "light thrusters"
exosuit_desc_string = "light thrusters"
desc = "A set of fragile hover-thrusters. This variant seems to sacrifice vast structural integrity for... more speed."
icon_state = "light-hoverlegs"
max_damage = 75
move_delay = 2
turn_delay = 2
strafe_delay_modifier = 1.2 // minimal delay on strafing.
reverse_delay = 5
power_use = 2000