Barbarian 'Overhaul'#6624
Conversation
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right now dual axes are really just for flavor since dual wielding kinda sucks. i think i'll make a suggestion for making that better as i dunno how to code that well. |
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as for some minor balance slop info, the greataxe and claymore both have 28 force while wielded, and the goedendag has 30. theoretically speaking the goedendag is the best option due to smash intent (1.2x damage, 40 AP) and polearm stab (1x damage, 40 AP, 2 tile reach) without the concerns of sharpness due to being a primarily blunt focused weapon. the greataxe is effectively a iron axe with 3 extra damage, and the claymore is a less durable longsword, both of them having relatively average intents. the no weapon option kind of fucking sucks but could be scary if they bought a fist weapon, which is why i left the bonuses lower then most other unarmed classes. |
Other then a light suggestion to switch the mace to morning star, while i get you dont want to make them OP, they already start off with skilled unarmed no matter what, + 5 to that along with 10 wrestling compared to literally any option falls fall on its face, hard. Though, stats may buff unarmed to the point where it doesnt matter |
Main issue with the morning star in specific is iirc it's gallowband exclusive since it has some bullshit stats for a basic steel mace. Bare handed is mainly for flavor, although perhaps i could give them pugilist bandages. |
its steel? Nevermind then, thought it was iron. Also i only remember it from forest guard, didnt know it was exclusive |
| spawned.equip_to_slot_or_del(new /obj/item/weapon/axe/iron, ITEM_SLOT_BELT_R, TRUE) | ||
| spawned.adjust_skill_level(/datum/attribute/skill/combat/axesmaces, 20) | ||
| if("WHO NEEDS A WEAPON?") | ||
| spawned.equip_to_slot_or_del(new /obj/item/clothing/gloves/bandages/weighted, ITEM_SLOT_GLOVES, TRUE) |
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mayeb you should reduce their base unarmed to 20 and give them a 10 plus so it ends up with around 35 with their STR bonus
pugilistic are almost exclusively for melee clases /antag if you gave it to barbariand they will literally just outperform monk. being a barbarian it would be funny if they just spawned with a goblin iron mace for the memes. |
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i think my only issue is that unarmed needs to get more skills so its actually viable. |
thats why they get weighted bandages and not the special monk ones. |
About The Pull Request
Changes barbarian's weapon selection to more normal-ish standards, alongside replacing their weapon types. The new options have been replaced as such:
Sword -> Iron Claymore
Axe -> Iron Greataxe
Mace -> Goedendag
Club -> Dual Axes
NEW OPTION -> BARE FUCKING HANDS
also gives them the fighter/cleric adventurer belt that comes with a needle and cloth!
Why It's Good For The Game
Iconic adventurer weapons includes big weapons for barbarians. Barbarians had a noticable lack of big weapons, this fixes that. Also happens to be the most 'balanced' iconic weapons since they actually have iron varients.
Changelog
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add: New weapon options to barbarian
add: Adventurer belt to barbarian
del: Removed old barbarian weapon options
/:cl:
Pre-Merge Checklist