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Оригинальный PR: Baystation12#34346
🆑BurpleBineapple
tweak: EMP damage is now calculated with a 1 to 3 multiplicative modifier with 3 being the pre-change damage.
tweak: The ion pistol now has half the fire delay it had before to differentiate it from the ion rifle.
tweak: EMP damage to limbs has been reduced by 50%. Torso damage remains the same.
tweak: EMP damage to robotic legs and feet no longer immediately weaken the victim.
tweak: FBPs and IPCs first fall over before being paralyzed when their battery is dead or destroyed.
/:cl:
(I hate balancing)
This PR aims to reduce the effectiveness of ion weaponry as an instant win against humanoid synthetics, while still keeping them a viable option against antagonists and those with synthetic parts.
Ion hits are calculated for each robotic limb the victim has. For an IPC, this was over 100 damage per hit to the entire body. It was impossible to survive 2 consecutive hits and the 1st hit was guaranteed to floor due to leg malfunction.
For context, the original calculation was a flat 30 burn damage to every limb on an ion rifle hit, with a flat 15 damage to every organ. The ion pistol was a flat 15 damage externally and 9 damage internally. After testing these weapons are still very viable against IPCs and FBPs because they ignore armor, but are not guaranteed stuns like before and require consecutive hits to add up damage.
EMP damage to limbs (arms, legs, hands, feet) has been reduced by 50% and flooring stun has been removed to prevent instant immobilization when someone is hit by an ion or EMP. Torsos have much higher health than limbs and damage to synthetic legs will still start to floor them after the 2nd or 3rd direct hit by an ion pulse. This way ions can still be used against a heavily armored synthetic but are not effective without hitting the person multiple times.
None of this affects mechs or hardsuits. Hardsuits and mech damage calculations are unchanged and function just as before.