[MIRROR] Buffs blob laser resistance to account for the lasers buff [MDB IGNORE] (#22191)

* Buffs blob laser resistance to account for the lasers buff (#76458)

## About The Pull Request
Goof said he was going to do this and then just didn't.

Regular blob tiles take half as much damage from lasers, all others take
25% less. They already have a lot of health and I think anything more
than that makes it feel like a slog to kill.

## Why It's Good For The Game
Blobs feel like Swiss cheese right now if you have a laser. Enough
lasers makes it completely trivial, so this should help level the
playing field a little. This should _only_ impact lasers, so emitters
will also get hit but other sources of heat will not.

## Changelog
🆑 Vekter
balance: Increased blob tiles' resistance to lasers to compensate for
the recent buff to laser damage.
/🆑

* Buffs blob laser resistance to account for the lasers buff

---------

Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
This commit is contained in:
SkyratBot
2023-07-03 17:39:47 -04:00
committed by GitHub
co-authored by Vekter
parent 59885f8a20
commit 0319da9211
5 changed files with 11 additions and 0 deletions
@@ -35,6 +35,7 @@
/datum/armor/structure_blob
fire = 80
acid = 70
laser = 50
/obj/structure/blob/Initialize(mapload, owner_overmind)
. = ..()
@@ -7,6 +7,7 @@
health_regen = BLOB_FACTORY_HP_REGEN
point_return = BLOB_REFUND_FACTORY_COST
resistance_flags = LAVA_PROOF
armor_type = /datum/armor/structure_blob/factory
///How many spores this factory can have.
var/max_spores = BLOB_FACTORY_MAX_SPORES
///The list of spores
@@ -18,6 +19,9 @@
///Used in blob/powers.dm, checks if it's already trying to spawn a blobbernaut to prevent issues.
var/is_creating_blobbernaut = FALSE
/datum/armor/structure_blob/factory
laser = 25
/obj/structure/blob/special/factory/scannerreport()
if(blobbernaut)
return "It is currently sustaining a blobbernaut, making it fragile and unable to produce blob spores."
@@ -17,6 +17,7 @@
/datum/armor/special_node
fire = 65
acid = 90
laser = 25
/obj/structure/blob/special/node/Initialize(mapload)
GLOB.blob_nodes += src
@@ -6,8 +6,12 @@
max_integrity = BLOB_RESOURCE_MAX_HP
point_return = BLOB_REFUND_RESOURCE_COST
resistance_flags = LAVA_PROOF
armor_type = /datum/armor/structure_blob/resource
var/resource_delay = 0
/datum/armor/structure_blob/resource
laser = 25
/obj/structure/blob/special/resource/scannerreport()
return "Gradually supplies the blob with resources, increasing the rate of expansion."
@@ -15,6 +15,7 @@
/datum/armor/blob_shield
fire = 90
acid = 90
laser = 25
/obj/structure/blob/shield/Initialize(mapload, owner_overmind)
AddElement(/datum/element/blocks_explosives)