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Raise the execution damage multiplier. #2125

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Radezolid
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About the PR

Raised the execution damage to x18 (a x2 increase over current multiplier) of the projectile.
Requested by a WYCI, While I don't fully agree with the PR, just putting their suggestion here.

Why / Balance

It really doesn't change much for regular executions but the fact that you instantly die instead of going into critical state.
There is a problem with balance when used with beanbags though, if they do it twice on a healthy person it leaves them at 360 Blunt damage, 40 short of gibbing.

Technical details

Modified a value in ExecutionSystem.cs.

Media

None.

Requirements

Breaking changes

None.

Changelog

🆑

  • tweak: Executions now do x18 damage instead of x9.

@Radezolid Radezolid requested a review from a team as a code owner November 5, 2024 22:41
@MilonPL
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MilonPL commented Nov 5, 2024

I don't think this is going to change much. If the whole reason behind it is "I don't want to be shot twice", you can just ghost.
Going straight from healthy to dead isn't going to play the deathgasp too, which is arguably a bad thing?

@MilonPL MilonPL closed this Nov 5, 2024
@Radezolid Radezolid deleted the Execution-damage-increase branch November 5, 2024 23:12
@ThataKat
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ThataKat commented Nov 6, 2024

Med will cry when the secoff comes in with >600 slash because the ninja caught them in maints and executed them when they went crit.
I personally think it's fine that most weapons don't go straight to dead even if it might go against the perception of how it "should" end.

@Radezolid
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I know, that's why I stated that I disagree with the PR, but it was easy to make and someone requested it, so i just voiced their opinion.

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3 participants