Slight tweaks to flesh spider numbers (#96040)

## About The Pull Request

Hola, I am Kuricityy, and this is my PR. In this PR, I simply made flesh
spiders 10% slower than your average spessmen, as well as making their
regenerative timer a second shorter (meaning they start to regenerate
health after 3 seconds rather than 4), in compensation for losing their
super speed. I'm open to better suggestions, but this is how I want to
push flesh spiders into a more spider-like antag, meaning nesting rather
than just running around the halls griefing.

## Why It's Good For The Game

As someone who has been both on the receiving end and the giving end,
flesh spiders as they stand are completely boring. Anybody who uses this
ability simply just spams the eggs and stealths around the entire round,
essentially creating an endless horde of speedy spiders who are nothing
but respawning grief antags. I think this is a terrible vision for the
antag, considering how easily they grow in numbers, as well as how much
damage they do and how quick they are. My ultimate goal, is to push
flesh spiders into being more like normal spiders, nesting instead of
running around the halls being incredibly hard to kill. This also
encourages more active play on the changeling side.

## Changelog

🆑

balance: Flesh spiders are now slightly slower than your average
spessmen. (10%)
balance: Flesh spiders now regenerate after 3 seconds of not taking
damage, compared to 4.

/🆑
This commit is contained in:
kuricityy
2026-05-12 13:27:05 -04:00
committed by GitHub
parent 1881956c66
commit 17e1b714ea
@@ -19,7 +19,7 @@
damage_coeff = list(BRUTE = 1, BURN = 1.25, TOX = 4, STAMINA = 1, OXY = 1)
basic_mob_flags = FLAMMABLE_MOB
status_flags = NONE
speed = -0.1
speed = 0.2
maxHealth = 90
health = 90
melee_damage_lower = 15
@@ -61,7 +61,7 @@
)
AddComponent(\
/datum/component/regenerator,\
regeneration_delay = 4 SECONDS,\
regeneration_delay = 3 SECONDS,\
brute_per_second = maxHealth / 6,\
outline_colour = COLOR_PINK,\
)