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## About The Pull Request Blood-drunk miner has been reworked to change it from a DPS race into a more dynamic fight - Buffed health from 900 to 1300 (45% increase), slightly increased speed (3 -> 2.5), increased saw damage (6/10 -> 8/12) to compensate for other changes below - Slightly reduced PKA shot damage (20 -> 18) - Saw attacks now have a slightly longer delay inbetween hits (especially in unfolded form), ***no longer are guaranteed to hit no matter what*** (was a bug which forced players to eat 50 damage to the face) and slow down the miner during the combo - Singular PKA shot has been replaced with a telegraphed barrage of 3 projectiles, during which the miner cannot move, letting players gain some distance - Dash is no longer a teleport but a proper charge akin to that of lobstrocities with a very short chargeup that deals no damage or knockdown, but allows the miner to travel further - Miner's attacks no longer give the target stun immunity for a brief moment (why?) - Default PKA it drops has been replaced with an infernal version, which comes with a cheaper (30% vs 50% of the default one) in-built rapid repeater (that also has a less punishing miss delay) <img width="169" height="143" alt="Aseprite_UfXRbgVuqB" src="https://github.com/user-attachments/assets/3ac257a4-5443-4c7f-a891-4e69f8188cb4" /> --- Full fight with a single basic pen and 2 legion cores, no PKC trophies: (fumbled a bit midway though, pre-PKA projectile damage nerf) https://github.com/user-attachments/assets/40c8af0d-035c-49da-861b-5e74ca7d7551 ## Why It's Good For The Game Current blood-drunk miner is a hard DPS check with unavoidable damage (both due to the bug and instant dashes/PKA hits) that simply requires you to facetank the damage using heals and kill it first before it kills you. This should make the fight a bit longer, more engaging and fairer than it is right now. ## Changelog 🆑 add: Blood-drunk miner now drops an infernal PKA with an in-built improved rapid repeater modification balance: Blood-drunk miner has been reworked with new attacks and patterns fix: Blood-drunk miner's combos are no longer guaranteed to land even if you move away from it /🆑
18 lines
831 B
Plaintext
18 lines
831 B
Plaintext
/datum/action/cooldown/mob_cooldown/dash_attack
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name = "Dashing And Attacking"
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button_icon = 'icons/mob/actions/actions_items.dmi'
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button_icon_state = "sniper_zoom"
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desc = "Allows you to dash and fire at a target simultaneously."
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cooldown_time = 3 SECONDS
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shared_cooldown = MOB_SHARED_COOLDOWN_2
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sequence_actions = list(
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/datum/action/cooldown/mob_cooldown/charge/basic_charge/blood_drunk_miner = 0.22 SECONDS, // 0.1s windup + 0.12s max dash
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/datum/action/cooldown/mob_cooldown/projectile_attack/rapid_fire/kinetic_accelerator = 0,
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)
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/datum/action/cooldown/mob_cooldown/dash_attack/long_burst
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sequence_actions = list(
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/datum/action/cooldown/mob_cooldown/charge/basic_charge/blood_drunk_miner = 0.22 SECONDS,
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/datum/action/cooldown/mob_cooldown/projectile_attack/rapid_fire/kinetic_accelerator/long_burst = 0,
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)
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