Resomi and Felionoid gun rebalance (Knockback!) by Happyrobot33 · Pull Request #436 · ss14Starlight/space-station-14 (original) (raw)
Short description
This is a inherent rebalance of Resomi as a species when it comes to weapons. Instead of being limited to just up to a SMG, now resomi can use all weapons, however the ones that they couldn't use in the past now give them varying levels of knockback, and stun damage for each shot. Alongside this, a new component has been added to facilitate this knockback, and (hopefully!) all weapon prototypes have been updated that need this component. Alongside this, Resomi are now eligible to be round start nukies again from this PR.
Why we need to add this
This is needed as currently its just not fun game design to restrict roughly half of the weapon base just because balance. This is a more fun way of doing it, that allows resomi to still use these weapons but still have a slight debuff in the form of the knockback and eventual stun if they don't take a break from shooting.
Media (Video/Screenshots)
General weapon overview
2025-04-01.15-47-19.1.mp4
No slips half your knockback
2025-04-01.01-51-09.mp4
Checks
- I do not require assistance to complete the PR.
- Before posting/requesting review of a PR, I have verified that the changes work.
- I have added screenshots/videos of the changes, or this PR does not change in-game mechanics.
- I affirm that my changes are licensed under the Starlight Fork License and grant permission for use in this repository under its conditions.
Changelog
🆑 Happyrobot33
- add: Added Knockback and self-stun damage to large weapons for Resomi and Felionoids only.
- tweak: Resomi can now use large weapons.
Needs balancing for knockback still
github-actions Bot added size/M S: Untriaged
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imo l6 should do a bit more stamina damage
imo l6 should do a bit more stamina damage
I actually made the L6 do more, just didn't re record the video. This is what its like now
2025-04-01.16-17-42.1.mp4
also, just to check, this does ignore stamina resistance armour yea?
also, just to check, this does ignore stamina resistance armour yea?
Currently stamina resist actually works with this, which I think is fine since hardsuits likely have a exoskeleton that would help resist the knockback stamina. Working around this would be annoying but is probably possible?
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This completely breaks the idea of race, it should be like in ss13, their size does not allow you to shoot from the weapon, which was compensated by jumping, if you do such a system, then make it so that they fall and not just lean back, it's nonsense.
This completely breaks the idea of race, it should be like in ss13, their size does not allow you to shoot from the weapon, which was compensated by jumping, if you do such a system, then make it so that they fall and not just lean back, it's nonsense.
Jumping as a ability is not as large of a buff you think it is. Im okay increasing the stamina damage, but making a single shot make you fall over is just stupid and eliminates most of the point of merging this in in the first place, since the guns become basically useless again. If this balance is such a concern, why are felinoids allowed to run at mach 2 while holding LMGs just fine with no consequences, yet we arent allowed to use these guns, but can jump every 30 seconds on a cooldown? It doesnt make sense
Agreeing with happy here.
felinoids run at mach 2 and their only downside is decreased health- This is considered balanced.
Resonmi have reduced HP in a manner similar to that of a felinoid (180 vs a cat's 150 iirc) AND can't use most guns. Their upside for that is being able to lunge across several tiles with a really long cooldown. Meanwhile a felinoid can easily cover that distance in the same amount of time, and that is something they can do constantly- Not balanced.
If anything, the cats should be the ones unable to use most guns as a tradeoff for their insane speed.
Overall, I like it — but it needs more knockback, and three shots from the Christo to knock is way too much.
The Christo’s caliber is extremely powerful — in theory, it should be dealing blunt damage and even dislocating an unprepared person’s arm.
Both the Christo and the grenade launcher should drop someone in one shot, two at most.
I didn’t see any stamina damage from the grenade launcher in the video, but I did see it on the Christo — is that a bug?
As for the AK, that’s fine for now.
But what about shotguns? They should also push pretty hard and deal at least some stamina damage.
Yeah, shotguns should definitely deal a lot of stamina damage — otherwise they’re way too strong.
Think about it: you can just jump in point-blank and nearly one-shot anyone with a rapid-fire shotgun.
I think it’d make sense to slightly increase knockback for felinoids too, at least when it comes to high-caliber weapons.
I think it’d make sense to slightly increase knockback for felinoids too, at least when it comes to high-caliber weapons.
Higher than what resomi are getting, or do you mean introducing this system aswell to felinoids?
Overall, I like it — but it needs more knockback, and three shots from the Christo to knock is way too much.
The Christo’s caliber is extremely powerful — in theory, it should be dealing blunt damage and even dislocating an unprepared person’s arm. Both the Christo and the grenade launcher should drop someone in one shot, two at most.
ill set it up so the hristov caliber does enough stamina damage to knock on the second shot when not wearing any stamina resistance. China lake already will drop you on the second shot with no resistance
I didn’t see any stamina damage from the grenade launcher in the video, but I did see it on the Christo — is that a bug?
The second video in the original post doesn't have it as I took that before I added stamina damage. The first video does have it though
As for the AK, that’s fine for now. But what about shotguns? They should also push pretty hard and deal at least some stamina damage.
Yeah, shotguns should definitely deal a lot of stamina damage — otherwise they’re way too strong. Think about it: you can just jump in point-blank and nearly one-shot anyone with a rapid-fire shotgun.
I can double the knockback distance and raise the stamina damage too
Increase stamina for snipers and shotguns
Hows this
2025-04-02.21-26-40.1.mp4
This now puts felinoids in the list of affected creatures
Inclusion of what happens to felinoids. Refactored the component to support this, they take half as much knockback, and arent affected by LMGs HMGs or rifles
2025-04-02.22-29-40.1.mp4
Happyrobot33 changed the title
Resomi gun rebalance (Knockback!) Resomi and Felionoid gun rebalance (Knockback!)
bump on this, needs another review
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