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Aim mode replacement #16557

Merged
merged 8 commits into from
Sep 29, 2024
Merged

Aim mode replacement #16557

merged 8 commits into from
Sep 29, 2024

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Lumipharon
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@Lumipharon Lumipharon commented Sep 17, 2024

About The Pull Request

This has now been approved for merge, although will be along with additional changes for overall balance

  1. Removes aimmode from almost all weapons (barring a few snipers, and pistols, so they have some kinda muh niche).

  2. Removes IFF from mounted/tank guns (except the HSG).

  3. Adds 'shoulder shooting' inspired by RU. This lets you natively shoot past friendlies that are directly adjacent to you, without needing IFF.

Again, this is not intended to be merged, but if this becomes a serious option, then obviously other balance changes would be required to make this fully realised.

Why It's Good For The Game

Attempt to shift gameplay from its current highly static, blob centric gameplay, to something a bit more dynamic and interesting for both sides.

Aim mode removal

Aimmode as a mechanic actively, and specifically, encourages marines to deathball as hard as possible, for significant defensive and offensive benefits.

This isn't much of an issue at low pop, but its efficiency scales dramatically with pop, leading to highly concentrated gameplay where 95% of the marines are crammed into a small area where they can fire 20 guns at any target.

This has the indirect effect of influencing balance around this kind of gameplay, which only leads to non optimal strategies (i.e. not blobbing) being worse. - case in point, not so long ago, marines would fairly reliably be able to fallback to FOB after the front goes poorly, and be able to mount a viable defence at fob. Now days, unless you can escape via tad, if the frontline collapses its almost 100% certain everyone is just going to wipe.

Removing most IFF/aimmode means it is no longer practical for marines to mass up in this way with infinitely beneficial scaling, forcing marines to spread out more, creating more dynamic, interesting, skirmishy type gameplay.

Shoulder fire addition

The shoulder firing mechanic means you can still group up and apply psuedo aimmode, but the key difference is it can't scale with pop (you can spread your line of dudes wider if you have space, but you can't go deeper), and also requires some level of coordination, as opposed to just pressing the funny IFF button.

But yes, overall by design, marines will be encourages to spread out significantly more so they can actually apply their damage.

Xeno/overall balance

Yes this PR in isolation will almost certainly be wack. Game balance has over time been designed around the assumption that xenos have to be able to fight a big fat blob of marines without being instantly vaporised. Would some xeno stuff need nerfing, or some marines stuff need buffing? Yes, almost certainly, but again, this PR is not intended for actual merging, just for farming salt testing the principal.

Changelog

🆑
balance: Aim mode removed from most guns
balance: Added shoulder firing - ALL guns can now shoot past ADJACENT team mates without penalty
/:cl:

@tgstation-server tgstation-server added the Balance Changes to functionality that modifies how effective certain methods are at powergaming. label Sep 17, 2024
@Lumipharon Lumipharon changed the title Ruins the TGMC forever TEST ONLY - Aim mode replacement Sep 17, 2024
@Lumipharon Lumipharon added Removal Feature removal due to maintainibility or design direction. Do Not Merge Pull request should not be merged due to design conflict or being a temporary change. Cringe This is cringe labels Sep 17, 2024
@00ze-cyclone
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Can guns that didn’t have aimmode shoulder fire?

@ilikesaying
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does this mean if someone is in front of me, i fire past them

@Tatarla
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Tatarla commented Sep 17, 2024

Based

@Lumipharon
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Can guns that didn’t have aimmode shoulder fire?

Yes.

does this mean if someone is in front of me, i fire past them

Also yes. They have to be directly adjacent (i.e any of the 8 tiles around you) so doing it on the move would be some kinda impressive feat of coordination.

@lKiseki
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lKiseki commented Sep 17, 2024

I've been asking for this, for the longest time now. This game (and CM, by extension) was not really designed with aim mode in mind. It tore balance a new one, and ever since then, we've felt its effects, which Lumi has accurately explained in his original post. I genuinely think we'd be better off without this, and that it is very much worth considering, if not outright implementing. I believe it would be a step in the right direction, and worth the subsequent balance changes it would require.

@Mannybrado
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Mannybrado commented Sep 17, 2024

case in point, not so long ago, marines would fairly reliably be able to fallback to FOB after the front goes poorly, and be able to mount a viable defence at fob. Now days, unless you can escape via tad, if the frontline collapses its almost 100% certain everyone is just going to wipe

This is something that I really, really, really want to see return to the game, as the back-and-forth when each team is evenly matched skill-wise is when the game is at it's best, imo.

However, I don't think this change is really going to bring this back. I do think that aim mode has slowly but surely made the game worse, and this change is very interesting, but I feel as though something else will be needed to get this aspect of the gameplay back--like maybe this change in conjunction with some kind of defense buff for marines. (i guess you said that though tbh)

Very interested to see how this plays out though. Should get a scheduled test time set up on discord for it.

@Araulius
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I might actually have incentive as SL to lead flank manuevers

@SimplySmiley123
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SimplySmiley123 commented Sep 17, 2024

This sounds like it would kill all mounted weapons that aren't the HSG honestly.
Those guns do need their aim mode to not be a massive waste of time considering you can't put them at the front at all, you're gonna get ganked for it by the xenos (and very likely crusher will just delete your gun the second he spots your existance), and with this you won't put it behind marines to actually use the weapon for longer then a second.

This has the indirect effect of influencing balance around this kind of gameplay, which only leads to non optimal strategies (i.e. not blobbing) being worse. - case in point, not so long ago, marines would fairly reliably be able to fallback to FOB after the front goes poorly, and be able to mount a viable defence at fob. Now days, unless you can escape via tad, if the frontline collapses its almost 100% certain everyone is just going to wipe.

And to be honest this alone defo won't be bringing that back. You still want to deathball with or without the aim mode because of how hard xenos fuck smaller groups of marines and how even without the aimmode, support of 40 marines is still better then just being a group of 5, even if you can't shoot past them, it's still more guns to get through for a xeno to guarantee a kill while providing more marines that can potentially save you from getting round removed.
Xenos would need to get toned back (more-so on all the stuns they get to use constantly over and over) or marines have their weapons beefed up for that. But that's not really wanted by maintainers and xeno players is it?

No matter what the deathball is gonna stay till smaller squads are both given some space to be viable at all and not throwing free kills at xenos and some objectives and activities that would encourage smaller squads to form instead of forming a singular ungaball to go from one disk to the other.

@Mannybrado
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Mannybrado commented Sep 17, 2024

This sounds like it would kill all mounted weapons that aren't the HSG honestly.
Those guns do need their aim mode to not be a massive waste of time considering you can't put them at the front at all, you're gonna get ganked for it by the xenos (and very likely crusher will just delete your gun the second he spots your existance), and with this you won't put it behind marines to actually use the weapon for longer then a second.

I agree with the MG-27 specifically. Using it is a lot riskier and has some amount of downside compared to the other machine guns, and also marines get a limited amount of them, so it keeping aim mode and being able to spam when its set up as it's niche would be fair imo.

@yyzsong
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yyzsong commented Sep 17, 2024

IMO this change would be complimented by a reduction in the nukewar xeno mult. If we wanna discourage blobbing on the marines' side, we want to break up xeno numbers as well.

Yes.

Do all guns (eg. RR) that didn't have aimmode shoulder fire?

@Arturlang
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Arturlang commented Sep 17, 2024

IMO this change would be complimented by a reduction in the nukewar xeno mult. If we wanna discourage blobbing on the marines' side, we want to break up xeno numbers as well.

Yes.

Do all guns (eg. RR) that didn't have aimmode shoulder fire?

Yea i'm not sure how much this would make sense to allow it to happen for stuff like shotguns, will this completely nerf causing friendly fire via shuffling marines who try to shotgun you since the marine they will mistakenly shoot at will be next to them?

@despong
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despong commented Sep 17, 2024

tank chaingun friendly fire will be absolute peakage

@SauceCat9
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This is a fascinating change and I've avoided commenting about it cause I'm still thinking about it, but a few things would probably have to happen to make this walanced, such as cades being stronger, xenos being reduced in number/stats, and a lot of tweaks to certain guns that were balanced around the idea of blobs. I know you've already stated that changes will have to be made to make this work, I've just been brainstorming on what this could do. I like it a lot because it encourages good positioning and removes one of the more disliked marine aspects while not fully removing playstyles or nerfing marines outright, and I'm very interested to see what a TM of this looks like.

One issue I see with it right now to be honest are that keeping within one tile of a marine you want to shoot past while moving could be very hard, but that might not be an issue at all tbh, just something I need to adjust to.

@Wisemonster
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Doesn't this make the mech and tank/apc FF magnets:? They were given the ability to be IFF'ed due to being massive front-line vehicles that block movement. This especially fucks with the tank, considering it has to be in the front to avoid blowing up other marines, but this change makes it so now it acts as wall againt your teammates gunfire.

@FosterGrime-Heymynameslouie
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testing the principal

@RipGrayson
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Badly needed, will have the knock-on effect of probably requiring rebalancing of weapons and xeno stats since they're all built around aim mode existing.

@Looking4bros
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Based, Speedmerge.

not so long ago, marines would fairly reliably be able to fallback to FOB after the front goes poorly

Engineering structures are too weak, i used to primarily play engineer until everything i made disintegrated as fast as a hivelords maze to PC engineers. Because metal isn't as plentiful as plasma i ceased my actions in that area. It's the strongest draw for me to go vali(besides schizophrenia), as the living flesh of a H Armor valitard is stronger than anything less than a heavy Reinforced wall.

This sounds like it would kill all mounted weapons that aren't the HSG honestly.

Have you ever used the HMG? It's ridiculously powerful, literally melts every xeno and i've killed a king solo when it got too cocky and pushed me while i was using it alone. If you're defending flanks and setting up fallback positions you don't need aim mode and the true power of these guns gets utilized. Can you think of any time where you didn't use the MG-27 on aim mode? Doubling your firerate is nothing to sneeze at.

No matter what the deathball is gonna stay till smaller squads are both given some space to be viable at all and not throwing free kills at xenos

Small group survivability is what Vali is all about, become the main character.

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Lgtm for a tm

@SimplySmiley123
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SimplySmiley123 commented Sep 17, 2024

Have you ever used the HMG? It's ridiculously powerful, literally melts every xeno and i've killed a king solo when it got too cocky and pushed me while i was using it alone. If you're defending flanks and setting up fallback positions you don't need aim mode and the true power of these guns gets utilized. Can you think of any time where you didn't use the MG-27 on aim mode? Doubling your firerate is nothing to sneeze at.

Tried the HMG, every single time a lone t3 xeno would run up if there wasn't a deathball of marines between me and them and either just kill me, leaving the HMG to the whims of the other marines who would often just, abandon it entirely because of it being a massive hussle to drag around, or it gets the acid or crusher treatment.
And you do kinda need that aim mode for the fallback positions to not gun down the retreating marines. otherwise, you need it for the real protection from getting all your hopes and dreams ruined by a crusher, a wall of meat shields - marines.

And about the MG-27, yeah I can think of only one situation where I didn't need the aim mode to be of any use with it without getting immediately cucked by a crusher, or a boiler, or anything tier 3 and even some tier 2s in all honesty, shooting at walls to take them down. Tho not resin ones, but regular-ass walls.

Small group survivability is what Vali is all about, become the main character.

Not really?
Vali gets cucked lately from what I got to see and experience. You're gonna be in the face of a xeno who can just, use a stun, or fish you out and take you to the shadow realm, chicago.
You're outright worse then a John Newbie walking around with nothing but ar12 at best and an outright liability to other marines at worst.

@Pariah919
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Pariah919 commented Sep 17, 2024

(i'm supposed to doomer here so insert doomer paragraph?)

Either way, I'll be interested to see what exactly is proven from this I doubt its anything I won't expect.
Deathballs have always been the way to go even before aim mode was a thing. There is no incentive to spread out when spreading out generally means the opposing deathball can just pick you off squad by squad. Xenos are far faster and tougher than you so skirmishing with them is usually a fools errand since a losing skirmish they can usually run away from while they'll usually run you down. Alongside Nuclear War's mechanics explicitly encouraging deathballing and quikbild encouraging it even more due to the entire map being prepped with 2x2 death mazes by the time you're landing.
Also, FOB defenses working was mostly hives being godawful at breaking through FOB's somehow. Distress mechnically encouraged you to go to an instant FOB defence if you failed to attack a position, there was no reason to actually fight people. We've made it so you can easily swap your entire hive comp in like 3-5 minutes to spec into killing FOBs, so no wonder FOBs are so easy to break huh?

I don't think reverting to pre aim mode will suddenly make people go to squad level tactics, if anything it'll probably encourage dballing even more since spreading out thinly is discouraged since you'll get shrekt by 2 rounies in your small group of 4 wasd'ing around you. That's by design. You can't 'fix' that unless you make all the backliners properly squishy and start shooting things like droppods.

Also removing IFF from all the mounted guns basically kills them in comparison to their non-mounted counterparts lel. Just remove them from play entirely since that's like... 90% of the benefit you get in exchange for being entirely static. There's a reason nobody really runs the HMG outside of specific loadouts or situations.

tl;dr I think its laughable to believe that aim mode is the reason people death stack, both teams are in constant huge death stacks. The team that is slower is inheriently forced to death stack more, because they can't really run away and rely on their numbers to keep assaults up and going.

@BraveMole
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Based

@SimplySmiley123
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Yeah no marines currently can't do jack shit.

Xenos are too strong at wiping out separated marines with no effort.
Vali, shotgun users, smg users, AR18 users exist and will always be too far in the front for shoulder fire to ever matter.
Marines are still encouraged to constantly move and shat on if they stay too long in one place trying to coordinate the shoulder fire.
Xenos on top of an APC and tank can't be touched for most of the time they're on those thanks to their sprites disapeparing after the vehicle at random.
Mounted weapons that aren't the Tadpole HSG and the marine vendor HSG are nigh useless.

It is a good step, but by god it needs more changes to not be insufferable and actually end up with marines not blobbing together.

@breadhunt
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breadhunt commented Sep 19, 2024

Having played a few rounds of this...

Well this PR alone wouldn't do shit to getting rid of the deathballs.

Yeah we need good (ATTACKING!!) objectives, and ideally more ways of marines recovering/mitigating from the loss of a wipe. I hope we get more of that in the future.

But holy shit, removing aimmode has been really effective at buffing chokepoints. To get past chokepoints you now actually have to coordinate support fire or flank, whereas previously chokepoints were countered by just aimballing. This is cool, it poses a problem which marines can only solve through timing an attack or splitting up and taking more space.

+1 me like

@SimplySmiley123
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But holy shit, removing aimmode has been really effective at buffing chokepoints. To get past chokepoints you now actually have to coordinate support fire or flank, whereas previously chokepoints were countered by just aimballing. This is cool, it poses a problem which marines can only solve through timing an attack or splitting up and taking more space.

Which boils down to spamming out OB at every single choke.
Mortar and Howi are good enough at area denial to both sides, but rarely if at all help with pushing.

Or spamming DMRs to try and at least shoot something while vali users are too busy being full cover for xenomorphs.

@Lumipharon Lumipharon mentioned this pull request Sep 19, 2024
@breadhunt
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Which boils down to spamming out OB at every single choke. Mortar and Howi are good enough at area denial to both sides, but rarely if at all help with pushing.

Separate problem but yes, OB is one of the best tools marines have for coordinating pushes (clear announcement, reason to care, reasonable chance of success)

Or spamming DMRs to try and at least shoot something while vali users are too busy being full cover for xenomorphs.

..this sounds fine? They are a support weapon after all

@Fawcksy
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Fawcksy commented Sep 20, 2024

Having played a few rounds of this...

Well this PR alone wouldn't do shit to getting rid of the deathballs.

Yeah we need good (ATTACKING!!) objectives, and ideally more ways of marines recovering/mitigating from the loss of a wipe. I hope we get more of that in the future.

But holy shit, removing aimmode has been really effective at buffing chokepoints. To get past chokepoints you now actually have to coordinate support fire or flank, whereas previously chokepoints were countered by just aimballing. This is cool, it poses a problem which marines can only solve through timing an attack or splitting up and taking more space.

+1 me like

personally think it's better just to end the round than to have more wipe recovery, best recovery from a bad wipe would be a fresh start

@Churchtuary
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There is nothing in this PR that has any form of good will behind it and it's sole purpose is to directly hinder a team that already has to deal with micromanaging resources (ammo, health, terrain, manpower) when so many marine players rely on a close combat build who are now made essentially useless. Marines already experienced absurd steamroll scenarios where all xenos have to do is a single flanking maneuver on their backline. Chokepoints now essentially become marine death zones. Even with aim mode, chokes were already a nightmare to push into since xenos can simply take cover behind walls and retaliate with either defiler or boiler gas. Friendly fire incidents were already a major factor for marine losses, specially against melee, shotgun, laser and smg users. MG-60 and MG-42 players now block an entire hallway from panic firing since they can also no longer aim. MG-42 has been pretty much rendered useless. Maneuvering around a firing line also takes precious time that a xeno can use to scurry away, where said xeno wouldn't have pushed into that position if it was under threat of aim mode fire.

There are dozens of scenarios where marines without aim mode would have a massive disadvantage against xenos and there's even more scenarios where the heavy use of aim mode also didn't make a difference for marine victory.

Lastly, there's no data presented, that I know of, that shows why this change was even necessary in the first place.

@Neskah
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Neskah commented Sep 21, 2024

this seems like a terrible idea without rebalancing every gun that currently exists in the game, i guess you're gonna be busy

@Looking4bros
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MG-42 has been pretty much rendered useless.

If the HMG isn't useless, the MG-42 isn't useless. MG-42 trades power for convenience, roughly 2/3rds the DPS for ease of use. You just have to pack sandbags and actually pick places to hold. It's the same difference between the mortar and the Howitzer. The biggest boon for MG-42 over HMG is that if you HAVE to take a spot that can be crusher charged, you can move it fast without being forced to try and push it somewhere safe, and you can in a pinch wield it in hand to spray and pray from your nest at whatever got inside.

@SimplySmiley123
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..this sounds fine? They are a support weapon after all

I dunno if it's all that fine.
It makes using any guns that aren't valitard weapons, shotguns and ar18 a chore with only viable option 99% of the time being the DMR and just the DMR.
It's no longer just a suport weapon 1 or 2 marines pick but the only weapon viable at anywhere but right in the xeno's face.

@SimplySmiley123
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SimplySmiley123 commented Sep 21, 2024

MG-42 has been pretty much rendered useless.

If the HMG isn't useless, the MG-42 isn't useless. MG-42 trades power for convenience, roughly 2/3rds the DPS for ease of use. You just have to pack sandbags and actually pick places to hold. It's the same difference between the mortar and the Howitzer. The biggest boon for MG-42 over HMG is that if you HAVE to take a spot that can be crusher charged, you can move it fast without being forced to try and push it somewhere safe, and you can in a pinch wield it in hand to spray and pray from your nest at whatever got inside.

No one uses the HMG for anything but wall removal if there's no PC engies.
Or taking it to solo miner in the middle of nowhere because they already don't care about the non-existant marines near them.

And even then all it takes is a single crusher to ruin your hopes and dreams if you also didn't pack 4 fucking roundstart sentries to defend just you.

It is fucking useless in every other scenario involving more then one marine in the area.

@Notamaniac
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And even then all it takes is a single crusher to ruin your hopes and dreams if you also didn't pack 4 fucking roundstart sentries to defend just you.

Sandbags.1.mp4

@Fawcksy
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Fawcksy commented Sep 21, 2024

Put aim mode back on the martini mother fucker!!!!!!!!!!!!!!!!!!!!!!!!!!

comfyorange added a commit that referenced this pull request Sep 22, 2024
comfyorange added a commit that referenced this pull request Sep 22, 2024
@FosterGrime-Heymynameslouie
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2 tile long shoulder firing instead of 1 would be pretty cool I think

comfyorange added a commit that referenced this pull request Sep 23, 2024
@Mannybrado Mannybrado mentioned this pull request Sep 24, 2024
comfyorange added a commit that referenced this pull request Sep 24, 2024
@iforgotmeword
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And even then all it takes is a single crusher to ruin your hopes and dreams if you also didn't pack 4 fucking roundstart sentries to defend just you.

Sandbags.1.mp4

What you didn't show is a warrior ganking you as you try and place down sandbags and then boiler forcing you off your gun while marines bilnd fire your MG

@MLGTASTICa
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MLGTASTICa commented Sep 25, 2024

Finnaly , i mentioned that aim mod was a bad fix the moment it was merged... TGMC is so back...
We can finnaly rebuff all the weapons that got nerfed due to being tooo aim mode effective... LMGs my beloved...

@AndroidMK2
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Someone should also buff the mg60, they took my boy vertical grip for far too long plus mg60 spam won't be a thing anymore

@SimplySmiley123
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And even then all it takes is a single crusher to ruin your hopes and dreams if you also didn't pack 4 fucking roundstart sentries to defend just you.

Sandbags.1.mp4

What you didn't show is a warrior ganking you as you try and place down sandbags and then boiler forcing you off your gun while marines bilnd fire your MG

Or marines fluoride staring at you while a sentinel waltzes up to you, watch you die, watch the bean escape and only then start firing at the general direction of the escapee, taking a year to bring you to a corpsman and leaving your MG behind to get smacked by a random drone passing by to wall off where marines came from.

comfyorange added a commit that referenced this pull request Sep 28, 2024
comfyorange added a commit that referenced this pull request Sep 29, 2024
@Kuro020 Kuro020 merged commit 81e1416 into tgstation:master Sep 29, 2024
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github-actions bot added a commit that referenced this pull request Sep 29, 2024
@Lumipharon Lumipharon deleted the aimmode_replacement branch September 30, 2024 23:28
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