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Nerf Space Loot #26738

Merged
merged 8 commits into from
Oct 6, 2024
Merged

Nerf Space Loot #26738

merged 8 commits into from
Oct 6, 2024

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ErdGinalD
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What Does This PR Do

  • Remove guarantee elite modsuit from syndicate KM in depot. Instead, have a chance to have one in locker.
  • Replace all guarantee blood-red MODsuits in ruins with pre-builded miner modsuit. Now you can obtain them only after defeating Commando who wearing this, who are very few.
  • Energy Cutlass now have new decription, lose his syndicate tech and lose PvP bonuses as armor penetration and embed bonuses

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.

  • QM boss is as easy to kill as normal crook, while guarding shitton of uplink loot and guaranteed elite modsuit. Too much for him.
  • Cutlass is a copy of 40 TC esword, having only 20 damage instead of 30, which means you still have excellent armor penetration, good syndi techs and incredibly danger throwing impact. Too much for a most common weapon in space
  • Blood-Red Modsuits have nearly the best armor you can possibly get, and having them more than 1-2 in space is also not good for any means.

Images of changes

Syndi-Cake factory still has 1 BRM, but not 2. Miner suit lays in locker inside this room
image

Safe in one-half also contain miner modsuit, who has a lot of good modules for explorer
image

Energy cutlass now dont have an easiest access for 3 illegal techs, right as PvP bonuses
image

Testing

Load maps, having corgi slaps, finding exact changed loot


Declaration

I have an Pre-approval!
image

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:

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally Map Edit This PR will modify a map labels Sep 10, 2024
@ErdGinalD ErdGinalD requested a review from 1080pCat September 10, 2024 14:47
@BiancaWilkson BiancaWilkson added Balance This PR will modify how effective something is or isnt Tweak This PR tweaks something ingame labels Sep 10, 2024
@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting approval This PR is waiting for approval internally and removed -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally labels Sep 11, 2024
@Stoniest
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Stoniest commented Sep 11, 2024

Oooo boy thats a lot of changes.

  • I don't think the cutlass should lose its illegals 2 (which gets you to level 3), illegals 3 main thing it unlocks is expanded storage, other then that, there isn't anything major or super important it unlocks and outside of an RnG dart pistol in maints, not many other ways to get illegals 3 without some kind of antag intervention.
  • The Nerfs of the cutlass are all good. I believe it shouldn't be S-class anymore with these nerfs, it should be moved back down to C-class. (I spoke to Qwerty about it, but from the point of view of officers being able to use them isn't a good thing, it is a bummer if you were being perma'd for a kinda eh weapon, but I guess that is why parole exists)

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?

@ErdGinalD
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ErdGinalD commented Sep 14, 2024

Oooo boy thats a lot of changes.

  • I don't think the cutlass should lose its illegals 2 (which gets you to level 3), illegals 3 main thing it unlocks is expanded storage, other then that, there isn't anything major or super important it unlocks and outside of an RnG dart pistol in maints, not many other ways to get illegals 3 without some kind of antag intervention.
  • The Nerfs of the cutlass are all good. I believe it shouldn't be S-class anymore with these nerfs, it should be moved back down to C-class. (I spoke to Qwerty about it, but from the point of view of officers being able to use them isn't a good thing, it is a bummer if you were being perma'd for a kinda eh weapon, but I guess that is why parole exists)

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?

Mining modsuit will be pre-builded, which contain this list of modules
image

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting review This PR is awaiting review from the review team and removed -Status: Awaiting approval This PR is waiting for approval internally labels Sep 21, 2024
@Stoniest
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Oooo boy thats a lot of changes.

  • I don't think the cutlass should lose its illegals 2 (which gets you to level 3), illegals 3 main thing it unlocks is expanded storage, other then that, there isn't anything major or super important it unlocks and outside of an RnG dart pistol in maints, not many other ways to get illegals 3 without some kind of antag intervention.
  • The Nerfs of the cutlass are all good. I believe it shouldn't be S-class anymore with these nerfs, it should be moved back down to C-class. (I spoke to Qwerty about it, but from the point of view of officers being able to use them isn't a good thing, it is a bummer if you were being perma'd for a kinda eh weapon, but I guess that is why parole exists)

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?

Mining modsuit will be pre-builded, which contain this list of modules image

Yep, all good. However, I'd still like you not to remove illegals tech from the cutlass.

@ParadiseSS13-Bot ParadiseSS13-Bot added -Status: Awaiting merge This PR is ready for merge and removed -Status: Awaiting review This PR is awaiting review from the review team labels Sep 23, 2024
@Komrad822
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  • The Nerfs of the cutlass are all good. I believe it shouldn't be S-class anymore with these nerfs, it should be moved back down to C-class. (I spoke to Qwerty about it, but from the point of view of officers being able to use them isn't a good thing, it is a bummer if you were being perma'd for a kinda eh weapon, but I guess that is why parole exists)

Remember, Blood red magboots, which are JUST magboots painted red, are S-class still. Red=evil.

@github-actions github-actions bot added the Merge Conflict This PR is merge conflicted label Sep 24, 2024
@Stoniest
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  • The Nerfs of the cutlass are all good. I believe it shouldn't be S-class anymore with these nerfs, it should be moved back down to C-class. (I spoke to Qwerty about it, but from the point of view of officers being able to use them isn't a good thing, it is a bummer if you were being perma'd for a kinda eh weapon, but I guess that is why parole exists)

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.

@ErdGinalD
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there is no conflict now, choo choo

@ErdGinalD ErdGinalD requested a review from Burzah September 25, 2024 21:28
@github-actions github-actions bot removed the Merge Conflict This PR is merge conflicted label Sep 25, 2024
@Burzah Burzah removed their request for review September 26, 2024 10:42
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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)

code/game/objects/effects/spawners/depot_spawners.dm Outdated Show resolved Hide resolved
@DGamerL DGamerL enabled auto-merge October 6, 2024 09:26
@DGamerL DGamerL added this pull request to the merge queue Oct 6, 2024
Merged via the queue into ParadiseSS13:master with commit b6f51c1 Oct 6, 2024
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@thraes
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thraes commented Oct 7, 2024

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

@thraes
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thraes commented Nov 17, 2024

[ErdGinalD] on their way to nerf explorers : roadrunner.mp4
on their way to fix the nerf: filenotfound.jpg

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

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