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Rebalances hardsuit slowdowns #3335

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merged 2 commits into from
Sep 9, 2024

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Apogee-dev
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@Apogee-dev Apogee-dev commented Sep 6, 2024

About The Pull Request

Rebalances slowdown factors on various hardsuits to make some better and some worse.

  • Blood-red hardsuits now have a flat 0.5 slowdown at all times; toggling modes does not affect speed
  • Security hardsuits and other combat hardsuits (excluding swat suits) have a slowdown of 0.5; having worse armor than blood-reds is bad enough as it is
  • the heavy mining hardsuit now has the same speed as the mining hardsuit because it was faster than its lighter counterpart for some bizarre reason
  • The solgov hardsuit also got nerfed to 0.5 slowdown because it was full speed for some reason
  • The quixote mobility suit, despite being rare as hen's teeth, has 0.3 slowdown because thgvr doesn't want any hardsuit to be fullspeed

Why It's Good For The Game

Blood-red hardsuits (and their rarer sibling, the elite hardsuit) were unequivocally the kings of the armor scene, boasting both very high armor values and high mobility. if you found a blood red suit, you basically never had any reason to take it off or made any kind of trade-off for it. by contrast, security hardsuits and their relatives are extremely unpopular both for their slowdown and their mediocre armor values. this PR at least makes the slowdown much more tolerable, making all combat hardsuits (not counting swat suits) the same speed as a blood-red hardsuit in EVA mode. Ramzi suits were meant to be worse than blood reds in part because the speed boost doesn't work on them; this downside is now represented by just making them the same speed as a miner's hardsuit at all times. It still represents rusted and nonfunctioning servos and overall clunk like before.

Changelog

🆑
balance: Made security hardsuits faster and blood-red hardsuits slower
balance: Normalized some weird hardsuit speed outliers
/:cl:

combat suits (except swat suit) get 0.5, blood reds no longer get faster in combat mode, ramzi and heavy mining suit nerfed to 1
@github-actions github-actions bot added the Code change Watch something violently break. label Sep 6, 2024
@generalthrax
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generalthrax commented Sep 6, 2024

Good changes all around. There being a Choice you have to make between hardsuits and conventional armour for the hardliners is something I like to see, no more John Sodium Thiopental wearing the suit everywhere. Probably go down to 0.7 for the Rusted-Red, though. Currently it's their only Defining Piece Of Equipment for player pirates with already pretty hefty-slowdown for poor armour, and there's not exactly a cleanly-marked Ramzi armour-set for them to use in its place for non-EVA operations.

@Apogee-dev
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Apogee-dev commented Sep 6, 2024

Good changes all around. There being a Choice you have to make between hardsuits and conventional armour for the hardliners is something I like to see, no more John Sodium Thiopental wearing the suit everywhere. Probably go down to 0.7 for the Rusted-Red, though. Currently it's their only Defining Piece Of Equipment for player pirates with already pretty hefty-slowdown for poor armour, and there's not exactly a cleanly-marked Ramzi armour-set for them to use in its place for non-EVA operations.

Fair point, I actually had it at 0.7 when I was first going over things. Also took this opportunity to make it "Rust-red" because rusted-red isn't actually a color and it was BUGGING ME, it's either make it rust-red or remove the hyphen to fix the grammar. i chose the one consistent with the other gorlex suits

@Yurek1
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Yurek1 commented Sep 6, 2024

out of curiosity, what is the point of combat mode in syndicate hardsuits if not the speed bonus? does it provide better protection? and if not, what is the point of combat mode without that speed bonus?

@Apogee-dev
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Apogee-dev commented Sep 6, 2024

out of curiosity, what is the point of combat mode in syndicate hardsuits if not the speed bonus? does it provide better protection? and if not, what is the point of combat mode without that speed bonus?

Combat mode pops the helmet open so you can eat while wearing the suit. It also looks cool. calling it combat mode isn't completely accurate anymore, but I don't want to go into changing that on what's meant to be a quick and simple balance change.

@Yurek1
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Yurek1 commented Sep 6, 2024

out of curiosity, what is the point of combat mode in syndicate hardsuits if not the speed bonus? does it provide better protection? and if not, what is the point of combat mode without that speed bonus?

Combat mode pops the helmet open so you can eat while wearing the suit. It also looks cool.

that doesn't seem like a great bonus, but i understand the intention of the PR- i just feel like it makes combat mode mostly pointless

@Apogee-dev
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Apogee-dev commented Sep 6, 2024

that doesn't seem like a great bonus, but i understand the intention of the PR- i just feel like it makes combat mode mostly pointless

Some things can just be there for looks, you know. And if their existence must be justified more than that, I'm more likely to remove it completely than I am to reverse course on a balance change.

@thgvr
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thgvr commented Sep 6, 2024

all it should ever do is flip the visor up

@rye-rice
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rye-rice commented Sep 6, 2024

I know you have coding bursts then disapear for a bit, but do you think you could flavor it as flipping up the visor and down? just would be a nice touch

@rye-rice rye-rice added this pull request to the merge queue Sep 9, 2024
@github-merge-queue github-merge-queue bot removed this pull request from the merge queue due to failed status checks Sep 9, 2024
@rye-rice rye-rice added this pull request to the merge queue Sep 9, 2024
Merged via the queue into shiptest-ss13:master with commit b395a73 Sep 9, 2024
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MysticalFaceLesS pushed a commit to CeladonSS13/Shiptest that referenced this pull request Sep 11, 2024
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

Rebalances slowdown factors on various hardsuits to make some better and
some worse.

- Blood-red hardsuits now have a flat 0.5 slowdown at all times;
toggling modes does not affect speed
- Security hardsuits and other combat hardsuits (excluding swat suits)
have a slowdown of 0.5; having worse armor than blood-reds is bad enough
as it is
- the heavy mining hardsuit now has the same speed as the mining
hardsuit because it was faster than its lighter counterpart for some
bizarre reason
- The solgov hardsuit also got nerfed to 0.5 slowdown because it was
full speed for some reason
- The quixote mobility suit, despite being rare as hen's teeth, has 0.3
slowdown because thgvr doesn't want any hardsuit to be fullspeed

Blood-red hardsuits (and their rarer sibling, the elite hardsuit) were
unequivocally the kings of the armor scene, boasting both very high
armor values and high mobility. if you found a blood red suit, you
basically never had any reason to take it off or made any kind of
trade-off for it. by contrast, security hardsuits and their relatives
are extremely unpopular both for their slowdown and their mediocre armor
values. this PR at least makes the slowdown much more tolerable, making
all combat hardsuits (not counting swat suits) the same speed as a
blood-red hardsuit in EVA mode. Ramzi suits were meant to be worse than
blood reds in part because the speed boost doesn't work on them; this
downside is now represented by just making them the same speed as a
miner's hardsuit at all times. It still represents rusted and
nonfunctioning servos and overall clunk like before.

:cl:
balance: Made security hardsuits faster and blood-red hardsuits slower
balance: Normalized some weird hardsuit speed outliers
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
MrCat15352 pushed a commit to MrCat15352/MrCat that referenced this pull request Dec 24, 2024
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

Rebalances slowdown factors on various hardsuits to make some better and
some worse.

- Blood-red hardsuits now have a flat 0.5 slowdown at all times;
toggling modes does not affect speed
- Security hardsuits and other combat hardsuits (excluding swat suits)
have a slowdown of 0.5; having worse armor than blood-reds is bad enough
as it is
- the heavy mining hardsuit now has the same speed as the mining
hardsuit because it was faster than its lighter counterpart for some
bizarre reason
- The solgov hardsuit also got nerfed to 0.5 slowdown because it was
full speed for some reason
- The quixote mobility suit, despite being rare as hen's teeth, has 0.3
slowdown because thgvr doesn't want any hardsuit to be fullspeed

Blood-red hardsuits (and their rarer sibling, the elite hardsuit) were
unequivocally the kings of the armor scene, boasting both very high
armor values and high mobility. if you found a blood red suit, you
basically never had any reason to take it off or made any kind of
trade-off for it. by contrast, security hardsuits and their relatives
are extremely unpopular both for their slowdown and their mediocre armor
values. this PR at least makes the slowdown much more tolerable, making
all combat hardsuits (not counting swat suits) the same speed as a
blood-red hardsuit in EVA mode. Ramzi suits were meant to be worse than
blood reds in part because the speed boost doesn't work on them; this
downside is now represented by just making them the same speed as a
miner's hardsuit at all times. It still represents rusted and
nonfunctioning servos and overall clunk like before.

:cl:
balance: Made security hardsuits faster and blood-red hardsuits slower
balance: Normalized some weird hardsuit speed outliers
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
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