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New praetorian primo: Slime Grenade #16720

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merged 4 commits into from
Nov 14, 2024

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blackdav123
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@blackdav123 blackdav123 commented Oct 31, 2024

About The Pull Request

Changes praetorian primo from Acid Dash to Slime Grenade (Dancer Prae unchanged)

Slime Grenade

75 plasma cost, 45 second cooldown.
Functions like an acid trailblazer, lasting 5 seconds and sticking to whatever it is thrown at and leaving a trail of acid that does ~49 damage to the stuck target and ~20 damage to whatever stands still on the path. (damage calculated for medium armor)

Can be stuck to marines, allied xenos, or yourself.

Desktop.2024.10.26.-.23.online-video-cutter.com.mp4
Desktop.2024.10.26.-.23.online-video-cutter.com.1.mp4
Desktop.2024.10.26.-.23.online-video-cutter.com.2.mp4

Why It's Good For The Game

Prae primo has always felt like one of the weakest t3 primos and doesnt fit that well into the prae gameplay loop of Spit somebody -> Acid Spray -> Go in to melee for the kill with spitslash because it isnt useful at a distance and costs so much to makes you stop spitslashing.

This primo gives you more options, allowing you to throw it at a target to increase your damage in the Spit Somebody phase, or to attach it to yourself to increase your damage in the Melee phase. You can also just attach it to a runner or other xeno if going in is too risky for you, increasing its utility further.

Changelog

🆑
balance: Added a new praetorian primo: Slime Grenade.
/:cl:

@tgstation-server tgstation-server added the Balance Changes to functionality that modifies how effective certain methods are at powergaming. label Oct 31, 2024
@iforgotmeword
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It seems kinda weak i would like to see it played with first but yeah

@Lumipharon
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I unno why anyone thinks two ranged, multi hit stuns are weak but eh.

@Mannybrado
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Mannybrado commented Nov 1, 2024

I unno why anyone thinks two ranged, multi hit stuns are weak but eh.

because it adds risk for little reward

do you
a) spit at marines and wait for an opportunity to get close and spray stragglers with your team, dealing consistently high damage across the entire marine force without ANY risk to yourself for the entire game
b) run in to melee range, stun 1 or 2 marines, and then die running away because you've used all of your plasma and have lost 70% of your dps and your spray, meaning marines can walk into you without any worry

as it turns out, a melee stun for a ranged caste isn't any better than spitting normally in most situations, and the edge cases only actively encourage you to make a stupid suicidal play which would not be any better than walking in, using your acid spray, then walking away while spitting

it uses almost ALL of your plasma. if it didnt, then sure, it would be alright... but it does
because of that, its only reliable utility is as an escape tool, but considering that a prae's only real weakness is speed, i'm not sure its good that they have that kind of tool to begin with

succeed_activate()
nade.activate(owner)

/obj/item/explosive/grenade/smokebomb/xeno/update_overlays()
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You missed the copypaste

@TiviPlus TiviPlus added the Test Merge Candidate This PR has been reviewed and is ready for testing, unless something changes. label Nov 8, 2024
comfyorange added a commit that referenced this pull request Nov 11, 2024
@TiviPlus TiviPlus merged commit 9ccfef8 into tgstation:master Nov 14, 2024
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github-actions bot added a commit that referenced this pull request Nov 14, 2024
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8 participants