Adjust Splints Slightly

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nerocavalier
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Adjust Splints Slightly

Post by nerocavalier » 29 Dec 2016, 12:17

Summary (a quick, 2-3 sentence summary):
Change the damage value for splints to not fall off when someone gets quickclotted. As it is, the minute damage it causes will remove a splint on a limb that had no damage.

Benefits (How this will benefit the server and game as a whole):
It'll allow Medics a bit more flexibility in the order of treatment. Currently, they're stuck with trauma kit, quickclot, trauma kit, splint, and praying that it doesn't pop off.

Details (Description of how you think this would work, the benefits, etc):
Just adjust the numbers a bit.

Implementation (Optional, if you have an idea how to implement it):
Coding, assuming that the numbers can be changed a bit.
Troublesome, as usual.

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jaggaaff
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Re: Adjust Splints Slightly

Post by jaggaaff » 29 Dec 2016, 12:27

Yeah, it's kind of annoying to wait for the QC to go through before splinting, especially if it pops off because of very minor damage

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forwardslashN
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Re: Adjust Splints Slightly

Post by forwardslashN » 29 Dec 2016, 12:55

This sounds more like a bug. Splints shouldn't come off when you get quickclotted, but I'm not entirely sure why it happens.
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nerocavalier
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Re: Adjust Splints Slightly

Post by nerocavalier » 29 Dec 2016, 13:08

Splints are a bit inconsistent at the moment. I'm not sure but it seems that quick clot causes very minor (i.e <1) damage and that makes the splints comes off. However for me at least, splints also falls apart when I keep applying trauma kits to the wound while quickclot is in their system.
Troublesome, as usual.

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Re: Adjust Splints Slightly

Post by Snypehunter007 » 29 Dec 2016, 14:38

If you use QC on someone with injuries it causes minor brute damage and causes some of the injuries to bleed.
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InterroLouis
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Re: Adjust Splints Slightly

Post by InterroLouis » 29 Dec 2016, 15:10

Why not make it so splints require the amount of damage it takes to break that bone in order to be destroyed?

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nerocavalier
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Re: Adjust Splints Slightly

Post by nerocavalier » 03 Jan 2017, 21:10

Seeing that this is now a bug report, might as well change it.

Bug Description:
Quickclots breaks splints.

Steps to reproduce:
1. Splint someone.
2. Quickclot them and watch your splints disappear.
3. Splint again and realize that you have to wait till Quickclot leaves their system.
4. Wait until quickclot leaves their system. Then splint.
Troublesome, as usual.

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Surrealistik
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Re: Adjust Splints Slightly

Post by Surrealistik » 05 Jan 2017, 14:42

InterroLouis wrote:Why not make it so splints require the amount of damage it takes to break that bone in order to be destroyed?
+1.
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InterroLouis
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Re: Adjust Splints Slightly

Post by InterroLouis » 05 Jan 2017, 14:56

Right now it isn't that splints fall apart from quick clot, it's that they fall apart from ANY kind of damage. Any AMOUNT of any kind of damage. I'm going to go ahead and do a bit of testing later to prove my point, and I'll put the results here. For example, I'm going to test if the burn damage from burning your fingers with a cheap lighter removes hand splints.

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Re: Adjust Splints Slightly

Post by laserdogbad » 05 Jan 2017, 15:08

just remove splints so the people stop complaining about the win rate for marines being too high

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Re: Adjust Splints Slightly

Post by Snypehunter007 » 12 Jan 2017, 21:36

This is intended as per the changelog.

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Re: Adjust Splints Slightly

Post by forwardslashN » 25 Feb 2017, 13:23

Fixed.
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