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Nerf Space Loot #26738
Nerf Space Loot #26738
Conversation
Co-authored-by: 1080pCat <[email protected]> Signed-off-by: Сиротка <[email protected]>
Oooo boy thats a lot of changes.
Other then those minor concerns, all this looks fine to me. What modules will be inside the mining modsuit, as that isn't stated on the PR? |
Remember, Blood red magboots, which are JUST magboots painted red, are S-class still. Red=evil. |
Yea, I spoke to Qwerty about it, it's fine, I'd just like the illegals tech to stay due to there not being much that can give level 3 tech apart from completely random spawns in maints or an agent wasting TC. |
there is no conflict now, choo choo |
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LGTM, the throwforce of the cutlass being on only being 5 seems maybe a bit too small for me, up it to 10 (this is a non-balance opinion)
Co-authored-by: DGamerL <[email protected]> Signed-off-by: Сиротка <[email protected]>
Hello! This is my first post on github and I'm not really sure how this is supposed to work but as somebody who has played explorer for around 500 hours I would like to provide some input on this change. Replacing the syndicate modsuit with a mining modsuit is ok, but the one it has been replaced with appears to be unintentionally not spaceproof. It has the asteroid skin which is supposed to make mining modsuits space proof but I take constant burn damage wearing it in space due to body temperature dropping to space levels. It appears something has been missed. I would also like to add that the modules on the modsuit are not great for exploring and that the gps module provides a marker of where the space ruins are, which I'm not sure is intentional. The complexity of the modsuit is totally full with all these mods and you need to remove them to make space for normal ion jetpack and welding mod from standard explorer suit. This is a modsuit being found at a syndicate facility. I think it would be fair to give them syndicate storage and/or advanced jetpack instead of ore bag, drill, gps, which are all immediately stripped off to make room for actually useful modules |
[ErdGinalD] on their way to nerf explorers : roadrunner.mp4 after playing, i must say this nerf has not really made it any harder for a single explorer to get a red modsuit. if anything, it is easier now because syndicake has a gps marker on it. what it HAS done is made it a lot harder to get an upgraded modsuit at all if there are four explorers and somebody beats you to one of the red suits, leaving you essentially sol because the mining mods are broken |
What Does This PR Do
Why It's Good For The Game
Too many good loot in space. Point is, instead of strict removing dangerous loot, we can make their obtaining much harder and their power is not as full as original syndicate items.
Images of changes
Syndi-Cake factory still has 1 BRM, but not 2. Miner suit lays in locker inside this room
Safe in one-half also contain miner modsuit, who has a lot of good modules for explorer
Energy cutlass now dont have an easiest access for 3 illegal techs, right as PvP bonuses
Testing
Load maps, having corgi slaps, finding exact changed loot
Declaration
I have an Pre-approval!
Changelog
🆑
add: Add a chance to have Elite Modsuit in Depot armory lockers.
del: Depot QM now doesnt have Elite Modsuit after death.
del: Energy Cutlass now doesnt have additional Armor Penetration, Throwing bonuses and illegal techs.
tweak: Replace Blood-Red Modsuits in SyndyCake Factory locker and in Onehalf safe with loaded miner modsuits.
/:cl: