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826aa5bf95
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
28 lines
880 B
Plaintext
28 lines
880 B
Plaintext
/obj/item/mech_component/propulsion/hover
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name = "heavy thrusters"
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exosuit_desc_string = "heavy thrusters"
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desc = "An set of very powerful hover-thrusters meant to propel an exosuit. These seem bulky."
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icon_state = "heavy-hoverlegs"
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mech_turn_sound = null
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mech_step_sound = null
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max_damage = 150
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move_delay = 5
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turn_delay = 2
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strafe_delay_modifier = 1.2 // minimal delay on strafing.
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reverse_delay = 10
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power_use = 2500
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trample_damage = 0
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hover = TRUE
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/obj/item/mech_component/propulsion/hover/light
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name = "light thrusters"
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exosuit_desc_string = "light thrusters"
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desc = "A set of fragile hover-thrusters. This variant seems to sacrifice vast structural integrity for... more speed."
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icon_state = "light-hoverlegs"
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max_damage = 75
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move_delay = 2
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turn_delay = 2
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strafe_delay_modifier = 1.2 // minimal delay on strafing.
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reverse_delay = 5
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power_use = 2000
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