###### tags: `Combat`
# Combat Update 7 - Reworking combat mode, block, parry, misc tweaks
Please ping me with any feedback, concerns, or other misc problems you see with current problems that I might include in "Misc Tweaks"
- Not part of this PR as it's a config thing, but sprint removal will be **tested** along with these changes. Whether we keep it is another matter.
## Combat Mode
Goal: Make combat mode solely a UI toggle that is enabled when entering combat and disabled when exiting, with nearly no mechanical effects.
- **Nothing will hard-require combat mode anymore to use. The only 'requirements' will be things like actions being bound to right click, which makes them usable outside combat mode only if you manually disable context menu.**
- **A toggle will be added for automatically keeping right click off, even without combat mode. There will likely also be an opt-in hotkey (if I can get BYOND to work in that regards) to forcefully open context menu regardless of combat mode.**
- **All effects of combat mode will be fully removed, minus the following:**
- Turning towards your cursor while in combat mode
- Aforementioned right click enabling (which can be toggled either way, but ''combat'' mode is meant to be the preferred way to toggle it.)
- **Slowdown while moving backwards, due to our shielding/active block code.** Since you no longer slow down while moving sideways, this shouldn't be too awful to deal with.
- The stamina buffer will be switched to a median value between current values of combat mode on and off, to compensate.
## Active Block
Goal: Make shields a passive thing again and not only have it require skill-based active block.
- Most shields will have passive damage block while used, converting a portion of damage into stamina damage (at a certain mitigation ratio, meaning say, you block 25% of 60 damage and only 50% of that 15 will become stamina damage, leaving you to take 45 + 7.5 stamina instead of 60 bute.) instead.
- Passive block will be anywhere from 25% to 35-50% mitigation
- Stunbatons and telebatons require **under** 35-50% (adjustable depending on observations, should be lower than passive mitigation) mitigation to succesfully disarm or knockdown users, and otherwise just does stamina damage.
- **Active blocking** retains its current stats of ~75% block, but will drain **less stamina on average** passively than now (not while damage blocking).
- Pixel offsets for blocking will be reduced, as it looks absolutely ridiculous right now.
## Active Parry
Goal: Lower the skill ceiling on parries and remove the punishment for being successfully parried. Turn parry into a damage mitigation method rather than an offensive thing.
- **All automatic parry retaliation will be removed from parries minus martial art pugilist parries.**
- **Changeling gauntlets will have auto-retaliation removed anyways, despite being pugilist.**
- Energy swords and parry gloves still deflect projectiles on parry, **but will no longer reflect them back to shooter.**
- For the most part, parry timing will be changed to be far less punishing **but still just as hard to get a perfect damage block.** Some might just have their perfect damage block removed entirely, but the falloff for imperfect parries will be relatively high but still noticeably damage-blocking if you clip the edge of an attack.
- **Parry aftereffects/retaliation will only trigger once per parried attacker per parry.** No more instant killing anyone who buckshots you during a perfect parry, even with sleeping carp.
- In exchange, some parry capable weapons will be capable of attacking while parrying unlike usual, due to their increased times and decreased efficiency.
- **Parrying while on the floor will either be removed, or more likely, take a heavy nerf for block efficiency.**
- Parry cooldown will be better visualized (hopefully) and there **might** be a slightly bigger cooldown for next parry on a failed one than now.
### Autoparry
- **Most parry-capable weapons will automatically parry attacks at reduced (75-90%) efficiency on a cooldown if the user's cursor is on the attacker's sprite melee.** Or potentially even the attacker's tile. This will **not ever** trigger auto-retaliation, and only works for **melee**.
- This has a cooldown shared with manual parrying.
- This will potentially only deflect that one attacker, instead of doing a full timed parry.
## Limb Damage (Experimental)
Goal: Allow violently disabling people without fully killing them. Makes center mass aiming/head/chest targeting a bit more important.
- Limb damage cap will be raised drastically
- In exchange, wounds will become more and more common as damage increases. This is already a thing but the formula will be tweaked.
- As limb damage goes up, it becomes increasingly easy to sever the limb
- Limbs are still disabled at 75 damage.
- Limb health multiplier for contributing to main damage will be **reduced down to 0.25x.** This means all 4 limbs have to be at 100 damage to crit someone, or 2 at 200.
- **A limb at max, 200 damage, will have 100% non-bleeding wound rolls, making it hilariously easy to delimb people at that point.**
- Wound bleeding will be nerfed a moderate amount to compensate.
## "Unarmed" Combat, Tasers, Bolas, Staggering (Experimental)
Random updates to perceived problems.
- CQC disarming will be reduced from a 7 second hard stun to something less RNG based, either a no-counterattack autoblock/autoparry (NOT TRIGGERABLE BY USER!) or just an automatic disarm in throwmode.
- **Unupgraded armwraps will no longer have the same parry data as usual pugilist data.** They will still be able to parry, but at far lower efficiency (meaning no more perfect damage block or counterattacks, see active parry sections).
- **Tasers will inflict the staggered effect and a small (20 vs disabler 24, far more expensive to fire) amount of stamina damage instead of simple slowdown.** They will also be a firemode again instead of just right click.
- **Stagger effect will automatically apply a small slowdown if sprint is config-disabled, but will sprint-lock normally otherwise. It will also apply a 25% clickdelay penalty to guns.**
- **Shoving a downed target will do a better chunk of stamina damage, similarly to how punches work on a full damage punch.**
- **Bola removal will only be slowed by movement (2x slower "removal tick rate" while moving), rather than full on interrupted.
## Misc Tweaks
Random updates to perceived problems.
- An update will be done to have sprint be able to be disabled with configuration. The PR itself will not disable sprint, and this is already possible, but said update would make it actually look acceptable graphically, as otherwise you'd have a nonfunctional sprint button.
- **Yelling!!** will no longer transmit further than a radius of 14 tiles, and instead of using area-based stuff to, turfs will have a sound resistance variable. By default, 2 walls will block voice, while 1 wall will reduce it to 7 tiles instead of 14. The old area based system will be entirely removed.
- If this becomes too performance intensive, 10 vs 5 tiles will be used. If issues still persist, this will be lowered to 3-5 tiles with wall check removed.
- Slowdown from damage and stamina damage will be **very slightly** increased, as the current values are hilariously low compared to /tg/'s making hit and run extremely easy.
- Ninja shoes will be having their speed up nerfed from slowdown -1 to -0.5.
- **Pepperspray** will affect anyone running into their tile, like projectiles, not just people in the tile when it arrives and only on that instant.