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Bubberstation/code/modules/hallucination
MrMelbert ce6caf06c7 Reworks Tasers (doesn't give them back to Security though) Because Funny (#88347)
## About The Pull Request


https://github.com/user-attachments/assets/ef727913-6568-4705-91ca-330e7a1bb177


- Electrodes now have a physical representation in the form of a beam

- When you are hit with an electrode you will rapidly lose stamina while
the beam is attached

- The electrode, being physical, can be interacted with
   - If you are stun immune, you can resist to remove them
   - If you get out of range of them, they'll remove themselves
   - You can help intent on someone to remove them
- If someone runs into them, they will become tangled in them (being
partially stunned themselves, but removing them)

- Yes, this affects AI turrets. AI turret electrodes are stronger (they
do double the amount of stamina damage)
- Turret tasers will avoid tasing the same target for infinite time, and
will attempt to avoid tasing the same target

- Handheld tasers can be cancelled early by clicking on the target again

- Tasers will drain power as they continue to tase a target

## Why It's Good For The Game

Tasers are pretty one note so I thought it'd be cool to add some depth
to them while making them function more like... well... a taser.

<Details>

<Summary> Original idea behind this </Summary>

I had an idea, in that we could give security more specialized gear
setups (a la Goon) - putting stuff like tasers in a support weapon
position while batons sit in a "front line" position, then allowing
people to pick and choose at shift start

This way we could balance certain aspects of the security toolkit
(*cough cough batons*) while still allowing newer players to be
effective in a security position

As right now, if you want to contribute as a security officer, you
**have** to know your way around melee combat - lest you get disarmed
and owned, which is why it's so strong.

Buuuuut if newer players had the option to pick a primarily ranged
option (with its own strengths and weaknesses), or an option that is
most effective when paired with a friend, we could bring the baton
strength down accordingly.

</Details>

## Changelog

🆑 Melbert
balance: Tasers are now more realistic
del: Electrodes are no longer in the hallucination projectile pool
/🆑
2024-12-15 20:51:13 -08:00
..
2024-04-10 11:55:29 -07:00
2024-10-09 02:03:50 +02:00