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Bubberstation/code/_onclick
MrMelbert 3aefc9b6eb All melee weapon damage temporarily slows cyborgs rather than just thrown weapon damage (#87119)
## About The Pull Request

Cyborgs will now be temporarily slowed down when hit with **any melee
weapon**, based on the strength of the weapon.

Thrown weapons maintain their behavior of slowing cyborgs, and they also
now scale based on strength of the weapon.

Thrown weapon slowdown is also stronger (3x stronger) than just hitting
them. So you are still incentivized(?) to use the existing mechanic. To
catch up to them, I guess.

## Why It's Good For The Game

So, this mechanic was added as a new counterbalance to cyborgs due to no
longer being stunned in a single flash.
But 1 year later I polled the community, and the results speak for
themself:


![image](https://github.com/user-attachments/assets/bafb043f-2201-4122-8c68-ccc746046c0a)


![image](https://github.com/user-attachments/assets/f71b7048-1b98-4c05-aebb-0b8393572f7e)

It is my opinion that this mechanic is too obscure and a bit obtuse to
work as a "mechanical counter" to the cyborg.
"Yeah to catch up to a cyborg you have to throw a floor tile or a potted
plant at them."
"You mean I can't just *hit* them with the potted plant?"
"No, you gotta chuck it."

This PR aims to address that by tweaking the mechanic to trigger on any
weapon attacks. Which in my mind, makes sense. "Hitting borgs with stuff
will slow them down temporarily" is easier to parse and observe in
practice than "THROWING stuff at borgs will slow them down".


## Changelog

🆑 Melbert
balance: Cyborgs are now slowed down when hit with any melee weapons,
rather than ONLY when they are hit by THROWN melee weapons. The stronger
the weapon, the stronger the slowdown. Thrown weapons are still more
effective at slowing than just hitting them directly, however.
/🆑
2024-12-01 12:25:40 -08:00
..
2024-10-19 08:04:33 -07:00
2024-10-19 08:04:33 -07:00
2024-10-19 08:04:33 -07:00