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Made the Captain Hardsuit more durable. #35768

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ToastEnjoyer
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About the PR

I changed the damage resistance on the captain's armored spacesuit to make the captain more durable to damage

Why / Balance

Right now, Nukies can FULLY KILL a captain in his ARMORED spacesuit with a SINGULAR mag of the C-20, and crit them in a half of a mag, considering the spacesuit is labeled as armored, I think it's best to make it durable to bullets and other types of damage.

Technical details

Changed the .X values of the different damage multipliers of the ClothingOuterHardsuitCap prototype.

Media

https://www.youtube.com/watch?v=txej5mjGQBQ

Requirements

Breaking changes

Changed the .X values of the different damage multipliers of the ClothingOuterHardsuitCap prototype.

Changelog

@github-actions github-actions bot added S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. size/S Denotes a PR that changes 10-99 lines. and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Mar 10, 2025
@LaOubliette
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Mald PR, literally just have your sword out.

@Errant-4
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Errant-4 commented Mar 10, 2025

Mald PR, literally just have your sword out.

Find a better way to communicate.

@Errant-4
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As for the PR, you are going to need a lot more consideration to change the value of teh captain's hardsuit, and certainly never to this degree. That's as much ballistic resistance as a jug suit

@PubliclyExecutedPig
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seems a bit strong imo

@muburu
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muburu commented Mar 10, 2025

making the suit almost completely bullet proof is absolutely deranged, nukies aren't the only gamemode.
the captain being "easy" to kill is apart of the whole ordeal, just don't be stupid and rush at the nukies, simple as that.

@Pumkin69
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Pumkin69 commented Mar 10, 2025

80% piercing is absurd. It should be on par with the carapace just with the speed penalty it has now imo. Though on this topic a entire 30 rounds being able to kill the captain makes sense? I don't see a world where unless you are wearing a jugsuit you are surviving a full 30 round magazine being shot into you.

@shamblestf
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Combat designed hardsuits for the crew (captains armored hardsuit, security hardsuits) should be weaker than their standard armor counterparts (captains carapace, security vests and specialized security vests) whether it be by lowered stats or a large movement speed penalty, being able to enter space is EXTREMELY powerful, as with a jetpack you can avoid many of the bullets coming your way, melee attacks become very difficult to hit and your movement capabilties is basically super-buffed

The captain should by default be wearing their carapace, and the hardsuit should only be for when the station is spaced, or if for some reason they want to enter space even at the cost of their protection

Also these stats have been buffed way too hard, nuclear operatives is not the only gamemode and this would really encourage captain validhunting which is already such an issue with his super validhunter pistol

@SlimmSlamm
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This is a pretty drastic buff considering most of the time it'll be used against regular syndicate agents. You should be heavily considering how this will change gameplay for the standard syndicate rather than just nukies.

@Emisse
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Emisse commented Mar 10, 2025

i originally made cap hardsuit more enviro focused and carapace more combat focused. i didnt want hardsuit to be as good as carapace

@@ -320,7 +320,7 @@
- type: entity
parent: [ClothingOuterHardsuitBase, BaseCommandContraband]
id: ClothingOuterHardsuitCap
name: captain's armored spacesuit
name: Captain's Armored Spacesuit
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we purposefully do not capitalize names

@deepdarkdepths
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Yeah I'm pretty sure these stats were on purpose like Emisse said. They should not be changed.

@ArtisticRoomba
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Part of the reason why the captain's hardsuit is """bad""" compared to his other offerings is because in general, we want to push players away from sitting in their hardsuit for 99% of the shift. It's just bad from a game design standpoint if everyone spends all of their time in their suits, as it invalidates many mechanical threats. This is why we include downsides to suits in general.

As others have said, this pushes Captain's role more towards a validhunter, which is the exact opposite of his intended role: a leader. This buff also has unintended consequences for regular syndies.

The captain has many powerful tools at their disposal to evade nukies. They have AA so they can wiggle in between departments. They have a gun and a sword. And most importantly, they have a crew that they can direct.

IMO this change isn't very well thought out and doesn't give a lot of reasons other than "the suit has armor in the name so it should have armor".

@ArtisticRoomba ArtisticRoomba added P3: Standard Priority: Default priority for repository items. S: Needs Review Status: Requires additional reviews before being fully accepted T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. A: Combat Area: Combat features and changes, balancing, feel A: Command Area: Command department, where it isn't applicable to other departments. A: Roundflow/Antag Area: Roundflow - "What happens in the game", including antagonist roles and their capabilities labels Mar 10, 2025
@superjj18
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superjj18 commented Mar 10, 2025

Mald PR, literally just have your sword out.

This was nerfed like 10 months ago, you have to be standing still to get any reflect chance worth a damn, and at that point your standing still in a fire fight, so your dead either way, 30%ish reflect while standing still isnt even remotely worth it, just a hilarious noob trap.

Cap deflect is as close to irrelevant as it could be without being totally deleted.

@FairlySadPanda
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FairlySadPanda commented Mar 10, 2025

Mald PR, literally just have your sword out.

This was nerfed like 10 months ago, you have to be standing still to get any reflect chance worth a damn, and at that point your standing still in a fire fight, so your dead either way, 30%ish reflect while standing still isnt even remotely worth it, just a hilarious noob trap.

Cap deflect is as close to irrelevant as it could be without being totally deleted.

Would have to check but I believe Sloth killed my robust reflection mechanic for small details like "it was cringe and badly implemented" :godo:

I believe reflection is back to being a flat reflection.

And yeah for a wider balance topic: as much as NT loves its pseudo-military structure, SS14's Captain is not a military officer and there's no reason they need to be as combat effective as a kitted-out loneop, Nukie, a particularly powergaming tot, etc.

The Captain has the most powerful ability in the game - the ability to pull rank on anyone other than the admins. They do not need exceptional combat ability on top of that; they should be an impactful contributor to major team-fights, but never in a way that outshines the HOS and a good security team.

The Captain should be an experienced player, and as an experienced player they should be using the roleplaying and gamesense skills they've built gaining playtime for the role to prosper. A bad Captain that does not exercise these skills should be easy prey for bad actors.

@MozarteanChaos
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MozarteanChaos commented Mar 10, 2025

a captain's role in nuclear operations is to stay in the back lines. they should not be exposing themselves to the nukies in general due to the high-value items they carry - in other words, they should be avoiding fire, not tanking it. armour aside, your nuke disk and AA ID mean you need to get as far away from the nukies as possible, else they'll be able to take these from you.
if a captain is getting magdumped by a nukie, either the nukies played well or the captain played poorly. either way, that's just how rounds go.

the heavily buffed radiation resistance is also very strange. why would a captain be spending so much time around radioactive materials that they'd need protection on par with an actual radsuit?

@K-Dynamic
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K-Dynamic commented Mar 10, 2025

I think this hardsuit buff is too extreme but at some point we really need to examine hardsuit rebalancing overall (assuming it doesn't get stuck in review hell)

Common complaints being nukies benefiting too much from spacing, engi and sec hardsuits being too slow, magboots being too punishing with hardsuits, etc.

@NoElkaTheGod
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80% pierce resit? At that point just give the captain a deathsquad hardsuit.

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Labels
A: Combat Area: Combat features and changes, balancing, feel A: Command Area: Command department, where it isn't applicable to other departments. A: Roundflow/Antag Area: Roundflow - "What happens in the game", including antagonist roles and their capabilities Changes: No C# Changes: Requires no C# knowledge to review or fix this item. DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. P3: Standard Priority: Default priority for repository items. S: Needs Review Status: Requires additional reviews before being fully accepted size/S Denotes a PR that changes 10-99 lines. T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it
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