Resomi and Felionoid gun rebalance (Knockback!) by Happyrobot33 · Pull Request #436 · ss14Starlight/space-station-14 (original) (raw)

@Happyrobot33

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

Changelog

🆑 Happyrobot33

@Happyrobot33

Needs balancing for knockback still

@Happyrobot33

@Happyrobot33

@Happyrobot33

@Happyrobot33

@Happyrobot33

@github-actions github-actions Bot added size/M S: Untriaged

Status: Indicates an item has not been triaged and doesn't have appropriate labels.

S: Needs Review

Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved.

labels

Apr 1, 2025

@PubliclyExecutedPig

imo l6 should do a bit more stamina damage

@Happyrobot33

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

@PubliclyExecutedPig

also, just to check, this does ignore stamina resistance armour yea?

@Happyrobot33

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?

Rinary1

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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.

@Happyrobot33

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

@KillerTheFlareon

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.

@StarlightHost

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.

@StarlightHost

I think it’d make sense to slightly increase knockback for felinoids too, at least when it comes to high-caliber weapons.

@Happyrobot33

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?

@Happyrobot33

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

@Happyrobot33

Increase stamina for snipers and shotguns

@Happyrobot33

Hows this

2025-04-02.21-26-40.1.mp4

@Happyrobot33

This now puts felinoids in the list of affected creatures

@Happyrobot33

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 Happyrobot33 changed the titleResomi gun rebalance (Knockback!) Resomi and Felionoid gun rebalance (Knockback!)

Apr 7, 2025

@Happyrobot33

bump on this, needs another review

@Rinary1

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