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Alternate Exosuit Balance PR #201

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wants to merge 23 commits into from
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Alternate Exosuit Balance PR #201

wants to merge 23 commits into from

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githubuser4141
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@githubuser4141 githubuser4141 commented Jul 17, 2023

About The Pull Request

Does what KittyNoodle's PR does without the armour/threshold changes (Apparently we were both doing a PR at the same time) Hope it's not considered bad form to nab someone else's PR and cherry pick parts of it, but this is something I was doing anyway. 🤷‍♂️

Why It's Good For The Game

Kitty's PR reverts the changes both the Gygax's and Phazon's armour count with some fairly heavy EMP changes. Imho the EMP changes are probably for the better, but the changes to the armour amount & the Honker's threshold seemed a bit too much when the slowdown changes are still in effect.

This:

  • Squashes the Mech Plasma Cutter & Mech KA into one thing, hopefully makes mechs more attractive to miners.
  • Gygax's threshold goes back to 15, but it keeps the 3rd armour slot & slowdown gap.
  • Phazon keeps its 3rd armour slot.
  • EMPs now disable the mech's weapons for 5 (!) seconds, and EMP acts do 50 damage over the previous 30. (!!)
  • Moves powerful mech weaponry like the LMG and Scattershot waaaay back in the research tree, moves the less dangerous weapons like flashbang launcher, disabler, laser/laser cannon, and the anti-mech missiles to be the 1st things unlocked.
  • The weaponized mechs armour experiment is now mandatory again.
  • Slight changes to weapon slowdown, less-powerful guns like the disabler, laser & Hades have less slowdown.
  • The Clarke can no longer experience the servo malfunction to make it less of a deathtrap if you move next to a goliath.
  • The Clarke and Odysseus can now step and turn in the same motion. Ported from TG ( Restores some mechs being able to pivot step (move and turn in the same keypress) and diagonal movement tgstation/tgstation#77345 )

Changelog

🆑
add: Sqashes the exosuit's plasma cutter & KA into one module, makes the Odysseus and Clarke more friendly to use.
del: removes seperate exosuit KA / cutter
balance: Exosuits take more damage from EMPs, lowers the Gygax's internal threshold for damage, makes all exosuit ballistic weaponry require weaponry research as a prerequisite to being unlocked, moves weaker exosuit weapons (heavy laser, laser, disabler & a handful of specialized weapons to require only adv_mecha
sound: Exosuit's plasma cutter uses a toned-down sfx
/:cl:

@githubuser4141 githubuser4141 marked this pull request as draft July 17, 2023 05:57
@KittyNoodle
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KittyNoodle commented Jul 17, 2023

I do like some of the stuff in this pr, but I would recommend also re-adding the required research for mech armor

however 3 armor gygax and phazons still really shouldn’t be a thing, again that is a 70% damage reduction

@githubuser4141
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githubuser4141 commented Jul 17, 2023

I do like some of the stuff in this pr, but I would recommend also re-adding the required research for mech armor

however 3 armor gygax and phazons still really shouldn’t be a thing, again that is a 70% damage reduction

70% melee resistance for a Gygax means only 20% bullet and 30% laser, which is plenty of headroom for an armed person or antagonist to destroy one without melee'ing it to death. (C-ling shriek, EMP nades/flashlights, explosives, KAs, EMP chemistry nades, almost all ballistics, and finally laser/melee if used right.) Mechs should be excellent at melee due to them being slower and clunkier especially with the armour modules & weaponry slowing it down.

Assuming it has 2 heavy ballistics and 3 armours it'll have 3.6 movedelay compared to a Durand's base 4. If it's using RANGED armour otoh then it's a different story, weapons like chainsaws, fireaxes and e-swords will do hefty damage to one.

Phazons are pretty scarce due to requiring a refined BS core to produce one, and they're a lot less effective in melee confrontations from their low punch damage and lack of knockdowns.

@githubuser4141 githubuser4141 marked this pull request as ready for review July 17, 2023 15:14
@jamilnielsen
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make sure to run some tests with that new "energy_drain = 80" ideally a miner should not require a fully upgraded mech to mine for extended periods of time and i know by default its quite draining already :)

@githubuser4141 githubuser4141 changed the title Alternate Exosuit Nerf PR Alternate Exosuit Balance PR Aug 5, 2023
@githubuser4141
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make sure to run some tests with that new "energy_drain = 80" ideally a miner should not require a fully upgraded mech to mine for extended periods of time and i know by default its quite draining already :)

mmmh yeah I did a few trial runs and it seemed okay specially with the pivot step + it's a tri-shot. Clarkes require gold anyway, so once you're making Clarkes you probably have T3 parts.

@githubuser4141
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Should be ready to TM if anyone is wondering.

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@githubuser4141
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githubuser4141 commented Aug 25, 2023

Changes have been changed
Oh a conflict augh
Will look into it when I'm able

@dwasint dwasint marked this pull request as draft September 13, 2023 18:48
@githubuser4141 githubuser4141 marked this pull request as ready for review September 22, 2023 09:57
@githubuser4141
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I forgot this thing existed! Should work now 👍😏

@wraith-54321
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TG has a complete mech rework that I think is worth grabbing, so it might be worth just closing this.

@DexeeXI
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DexeeXI commented Nov 27, 2023

if that PR is better than what we got here, would be worth to close off this PR

@wraith-54321
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We should just port TGs mech rework, it adds more stuff and seems more interesting.

@githubuser4141
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githubuser4141 commented Dec 29, 2023

We should just port TGs mech rework, it adds more stuff and seems more interesting.

Is there any reason you closed this without actually doing as you suggested? Also, this isn't mutally exlcusive - all this does is adjust the damage of some stuff.

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6 participants