A lot of our martial arts are balanced around very old design decisions, CQC in particular is from an age when tasers were still a relevant threat to nuke ops. Recently there have been some attempts to rebalance CQC, but ultimately a patched solution isn't going to work for a moveset fundamentally based on old game design. This document has some suggestions fore re-designing CQC as a way to weaken some of it's instant win functions, but allow it to be very capable as a utility tool for both stealth takedowns and assist in ranged combat. Design Goals: --- Improve the Utility of CQC to make it an aid for ranged combat while still letting it serve it's role as a strong melee option. Do not weaken it's ability to be useful for stealth, non-lethal takedowns. Avoid elements of RNG, as RNG in combat can be both disatisfying for both the user and recipent of CQC. Do not introduce action buttons, try to make everything accessible by hotkeys and try to make combos intuitive. _____ Passives: ---- Rather than having Punch + Punch combos, a punch does a solid 22 damage, and your punches are slightly faster. Your grabs NO LONGER start at aggressive, you have to use one of the martial options to start an aggressive grab. This prevents one click stuns, giving others some sort of warning before ending up in a grabbed state. Grabs have a lower cooldown in general. If a player is stunned, a grab will start aggressive. You reflect touch spells, and you automatically swat stunning weapons away from you and out of the attackers hands (stun baton, stun prod). This only works with atleast one empty hand. Your body throws are stronger, causing them to stun for longer. You can recover from resting instantly. Shield Mode: --- Rather than choking, grabbing after aggressive grab will cause you to smother your target's mouth, and hold them close to you as a body shield. This will cause them to move in the direction you are moving as if you were fireman carrying them. This is not resistable, but makes the grabber a good deal slower, so not an ideal state to always be in. Whoever you are grabbing will always block projectiles for you. Dead bodies become slack, and are no longer useful as shields. The Combos --- Move + rest (at the same time) Slide - Causes you to slide 2 tiles forward at a relatively fast speed, resulting in whoever you are sliding under being knocked down. You automatically stand up and aggressive grab the target. Deals 10 stam damage to stealth as to make the movement increase non-spammable. Aggressive Grab + Punch = Body Blow = Delivers a quick punch to the gut, Does 75 stam damage, and can be done relatively fast. Also knocks the wind out of someone, causing them to gasp instead of speak. Rest + Grab = Leg Sweep, which now just deals 8 seconds of knockdown and slight stamina damage, stands you up after the sweep. Any Grab + Rest = Take Down, pins someone to the ground, disallowing them from moving or using their hands while you rest on them. Stuns for 2 seconds, pinned players can however speak, and they can resist out of pin after the intial 2 second stun. Throw On: Items thrown at you will automatically be thrown back from the direction they were thrown from, in addition, someone walking past you while you have throw on will cause Judo Throw. Throw + Someone Walking Past You = Judo Throw: Shifts your opponents momentum against them, causing you to throw them to the ground and automatically aggressive grab them. Shield Mode + Punch (the person you are using as a shield) = Allows you to do bodyblows to the person you are using as a shield, this will put them to sleep for an extended period, useful for non-lethal, stealth takedowns. You press your body weight against your target to smother the sound of the punch, allowing for it to be muffled. Shield Mode + Throw = Functions as if you were throwing someone from fireman carry.