fix: nerf tintreach/shockmaul damage#2041
Conversation
Update shockmaul.yml Update shockmaul.yml
f0d89ed to
73ae73c
Compare
|
This is way to much or a nerf to it. It has a very slow swing speed, unlike other melee weapons you have to wait a fairly long time after pulling it out to use it too, it is two handed and takes up a rather large amount of backpack space when compared to other melee weapons, it's not bad by any means but big damage number does not mean it's overpowered either. |
Its only been brought in line with other existing weapons, only other weaponry to deal 30 blunt is the syndicate microwave which can't be stored, and a mechweapon, not to mention the 10 shock damage on top of that also, oh and all the structural damage meaning it will still decimates borgs (synths maybe too? unsure) Otherwise what do you suggest it be changed to? Considering all the factors. |
|
Would like to do some proper testing of this, as it does not seem too overpowered to me given it has some rather significant downsides. At the moment I am not sure it needs any adjustment outside of adding a contra rating to it. The swing speed is really incredibly slow on it, and also it has a rather significant wind up time when equipped before you can actually make an attack with it on top of such, so though it has a rather high damage per swing I am not sure the actual dps on it would be notably higher then other melee weapons, though I would like this to be properly tested before any decision is made. |
The issues that were found by this, were that regardless of these downsides, it became ~75 damage when wielded. And multiplied its damage as stun by 1.5. While wielded, it would instantly stun even a xeno Queen. And in three hits, would gib said Queen. Not crit. Not kill. Gib. This damage, along with the insane stun was too much. And this isn’t even mentioning the buffs to its damage that it could get by being an Oni, and taking other traits. Which people were actively taking specifically for this weapon. It still keeps its stamina multiplier, but as re-silvered mentioned, its damage is more in line with other melee while still being comparatively powerful. |
|
I have a few things to add! First off, the weapon does need a nerf. Though, to echo @TECKDragon's sentiment, I think this would nerf the weapon way too far. The Tintreach has a high per attack damage, but a very low attack speed of 0.4. I am not aware of any other weapons with a swing speed this low. Currently in terms of DPS, the Tintreach is on par with the Energy sword, Energy Katana, Energy Halberd, and Robust toolbox in terms of DPS, which seems a bit too high compared to other weapons, given most of those are C3 weapons meant for antags or sec. The current levels proposed in this PR would reduce the DPS to 16, which in my opinion would not make sense for a T3 research weapon, especially given it must be wielded. This is equivalent to a normal baseball bat in terms of DPS I would propose reducing the weapons blunt damage to 50, and increasing the Shock to 15. This prevents issues with insta-crit, while leveling the DPS to 26, around the level of the Captains Sabre and reinforced baseball bat. I would also suggest adding a small (10-15%) movement speed debuff while wielding the weapon. Yes this would mean it still has high blunt damage, but it is a very large, heavy hammer, and has an attack speed to match. Currently it takes 7 hits to gib someone, this would also bump that to 8, taking 20 seconds to gib someone. I put together a chart of notable weapons, and their respective DPS. |

About the PR
Reduces the Tintreach's damage by 54%, blunt from 65 -> 30, and some structural damage adjustments to match
Why / Balance
Because it is factually overpowered in its current state.
Technical details
yml changes
Changelog
🆑