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Made the Captain Hardsuit more durable. #35768
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Mald PR, literally just have your sword out. |
Find a better way to communicate. |
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 |
seems a bit strong imo |
making the suit almost completely bullet proof is absolutely deranged, nukies aren't the only gamemode. |
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. |
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 |
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. |
i originally made cap hardsuit more enviro focused and carapace more combat focused.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
Yeah I'm pretty sure these stats were on purpose like Emisse said. They should not be changed. |
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". |
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. |
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. 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? |
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. |
80% pierce resit? At that point just give the captain a deathsquad hardsuit. |
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