Buffs combat hardsuits' armor values to match crimson hardsuit armor. (#14813)

* Like it? Like it? Yeah I bet you want it / Then I'll keep it coming

* LIKE IT LIKE IT YEAH I BET YOU WANT IT

* AAAAAAAAA

Co-authored-by: Matt Atlas <liermattia@gmail.com>
This commit is contained in:
Matt Atlas
2022-09-18 15:04:20 +02:00
committed by GitHub
co-authored by Matt Atlas
parent eae4f015fa
commit 333cdc06d3
5 changed files with 81 additions and 39 deletions
+1
View File
@@ -8,6 +8,7 @@
#define ARMOR_BALLISTIC_SMALL 25
#define ARMOR_BALLISTIC_PISTOL 30 //Blocks holdout and normal pistol ammo
#define ARMOR_BALLISTIC_MEDIUM 40
#define ARMOR_BALLISTIC_CARBINE 45
#define ARMOR_BALLISTIC_REVOLVER 50 //Blocks antag revolver rounds.
#define ARMOR_BALLISTIC_RIFLE 60 //Blocks rifle rounds.
#define ARMOR_BALLISTIC_AP 75 //Blocks basically almost every caliber except superheavy ones.
@@ -7,12 +7,12 @@
suit_type = "combat hardsuit"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_PISTOL,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_PADDED,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 3
@@ -48,12 +48,12 @@
suit_type = "military hardsuit"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_MEDIUM,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_SHIELDED,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 3
@@ -124,7 +124,7 @@
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_MINOR,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
@@ -174,13 +174,13 @@
icon_state = "gunslinger"
suit_type = "gunslinger hardsuit"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_MEDIUM,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 2
@@ -224,12 +224,12 @@
suit_type = "strike hardsuit"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SHIELDED
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 2
@@ -291,13 +291,13 @@
icon_state = "elyran_rig"
suit_type = "elyran battlesuit"
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SHIELDED
rad = ARMOR_RAD_SMALL
)
siemens_coefficient = 0.1
offline_slowdown = 2
@@ -382,10 +382,10 @@
suit_type = "jinxiang combat suit"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_PISTOL,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_MINOR,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SMALL
)
@@ -12,7 +12,7 @@
suit_type = "crimson hardsuit"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
bullet = ARMOR_BALLISTIC_CARBINE,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
@@ -76,14 +76,14 @@
icon_state = "rhino"
suit_type = "rhino hardsuit"
armor = list(
melee = ARMOR_MELEE_VERY_HIGH,
bullet = ARMOR_BALLISTIC_RIFLE,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_REVOLVER,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_SMALL
)
rad = ARMOR_RAD_RESISTANT
)
siemens_coefficient = 0.1
offline_slowdown = 3
offline_vision_restriction = TINT_HEAVY
@@ -304,9 +304,9 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_PISTOL,
laser = ARMOR_LASER_SMALL,
energy = ARMOR_ENERGY_MINOR,
bomb = ARMOR_BOMB_RESISTANT,
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_RESISTANT,
bomb = ARMOR_BOMB_PADDED,
bio = ARMOR_BIO_SHIELDED,
rad = ARMOR_RAD_RESISTANT
)
+41
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@@ -0,0 +1,41 @@
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changes:
- balance: "Most combat hardsuits now have armor values equal to the crimson hardsuit, which means that they're really good at blocking damage now. The hazard hardsuit has been buffed to be comparable to heavy armour instead."