Nerfs most modsuits by giving them all armour boosters (#910)

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## About The Pull Request

All security-grade modsuits (security, safeguard, magnate, blueshield,
ERT, etc) have been outfitted with armour booster modules, built in and
non-removable.

"But wait, Yakumo, that's a huge buff, isn't it?"

haha no

In """"compensation"""" for this built-in module, I have halved the
armour values on all applicable modsuits, and moved said values to the
armour booster modules. Every modsuit has its own specific booster with
the moved armour values built in.

Also almost all of them don't get the speed boost, because it's just a
poor copy of the syndicate one. I made an exception for the HoS MOD
however because the secoff modsuits were recently buffed to have almost
the same armour (we love power creep)


![image](https://github.com/Bubberstation/Bubberstation/assets/10399117/92718467-562f-4ffb-afae-85d01d5d5761)
 
Contains an early pull of
https://github.com/tgstation/tgstation/pull/80680

## Why It's Good For The Game

EVA combat is incredibly goofy right now. Armour on MODsuits was
originally stripped out severely because having armour in already awful
space combat was a little bit shit, and modsuits aren't supposed to be a
be-all-end-all of protective drip. Except the Syndicate who got shafted
by having dogshit armour in space, because most of their armour is in
the armour booster.

Now everyone is on the same playing field again. Want to have actual
armour in a MODsuit? You're gonna have to sacrifice your EVA capability
to do so. No more free rides, and the syndicate is a respective threat
in comparison in the same EVA environment again.

## Changelog

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🆑
add: Security, HoS, Captain, Blueshield, and Centcom roles have had
armour booster modules built into their modsuits. Most do not reduce the
slowdown of your suit (except the HoS one)
balance: Armour values in said modsuits have been halved across the
board, with the lost values moved to the armour boosters.
balance: Effectively, armour in EVA combat is severely nerfed for
everyone except the syndicate who already had armour boosters.
/🆑

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---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
This commit is contained in:
YakumoChen
2024-01-16 07:06:02 -07:00
committed by GitHub
co-authored by projectkepler-RU The Sharkening
parent 9dc7c47655
commit d8e07e71de
4 changed files with 174 additions and 15 deletions
@@ -3,13 +3,13 @@
icon = 'modular_skyrat/modules/blueshield/icons/praetorian.dmi'
icon_state = "praetorian-control"
theme = /datum/mod_theme/blueshield
applied_cell = /obj/item/stock_parts/cell/high // Bubberstation Edit - Original: Super Cell
applied_cell = /obj/item/stock_parts/cell/super
applied_modules = list(
/obj/item/mod/module/storage, // Bubberstation Edit - Original: Extended storage
/obj/item/mod/module/storage/large_capacity,
/obj/item/mod/module/magnetic_harness,
/obj/item/mod/module/flashlight,
/obj/item/mod/module/jetpack,
// /obj/item/mod/module/projectile_dampener, Bubberstation Removal
/obj/item/mod/module/projectile_dampener,
/obj/item/mod/module/quick_carry,
)
default_pins = list(
+113 -12
View File
@@ -1,29 +1,130 @@
// Buffs security modsuit armor
// Buffs security modsuit armor (relative), adds armour boosters to every sec and command and corporate modsuit, halves all default armour values
/datum/mod_theme/security
armor_type = /datum/armor/mod_theme_security
inbuilt_modules = list(/obj/item/mod/module/armor_booster/nanotrasen/security)
/datum/armor/mod_theme_security
melee = 40
bullet = 30
laser = 30
energy = 40
bomb = 50
melee = 20
bullet = 15
laser = 15
energy = 20
bomb = 30
bio = 100
fire = 100
acid = 100
wound = 10
// Blueshield Armor
/datum/mod_theme/blueshield
armor_type = /datum/armor/mod_theme_blueshield
/obj/item/mod/control/pre_equipped/security/Initialize()
default_pins += /obj/item/mod/module/armor_booster/nanotrasen/security
. = ..()
/datum/armor/mod_theme_blueshield // Not really great for fighting.
melee = 40
/datum/mod_theme/safeguard //HoS
armor_type = /datum/armor/mod_theme_safeguard
inbuilt_modules = list(/obj/item/mod/module/armor_booster/nanotrasen/security/safeguard)
/datum/armor/mod_theme_safeguard
melee = 20
bullet = 15
laser = 15
energy = 20
bomb = 30
bio = 100
fire = 100
acid = 95
wound = 25
/obj/item/mod/control/pre_equipped/safeguard/Initialize()
default_pins += /obj/item/mod/module/armor_booster/nanotrasen/security/safeguard
. = ..()
/datum/mod_theme/magnate // Captain
armor_type = /datum/armor/mod_theme_magnate
inbuilt_modules = list(/obj/item/mod/module/armor_booster/nanotrasen/magnate)
/datum/armor/mod_theme_magnate
melee = 20
bullet = 20
laser = 20
energy = 30
energy = 20
bomb = 50
bio = 100
fire = 100
acid = 100
wound = 20
/obj/item/mod/control/pre_equipped/magnate/Initialize()
default_pins += /obj/item/mod/module/armor_booster/nanotrasen/magnate
. = ..()
/datum/mod_theme/responsory // ERT
armor_type = /datum/armor/mod_theme_responsory
inbuilt_modules = list(/obj/item/mod/module/armor_booster/nanotrasen/security)
/datum/armor/mod_theme_responsory
melee = 20
bullet = 15
laser = 15
energy = 20
bomb = 50
bio = 100
fire = 100
acid = 90
wound = 15
/obj/item/mod/control/pre_equipped/responsory/Initialize()
applied_modules -= list(
/obj/item/mod/module/welding,
/obj/item/mod/module/armor_booster/retractplates,
/obj/item/mod/module/armor_booster, //none of them use these and im not sure if its redundant, better to be safe than not.
)
default_pins += /obj/item/mod/module/armor_booster/nanotrasen/security
. = ..()
/datum/mod_theme/corporate // Centcom Commander
armor_type = /datum/armor/mod_theme_corporate
inbuilt_modules = list(/obj/item/mod/module/armor_booster/nanotrasen/corporate)
/datum/armor/mod_theme_corporate
melee = 25
bullet = 25
laser = 25
energy = 25
bomb = 50
bio = 100
fire = 100
acid = 100
wound = 15
/obj/item/mod/control/pre_equipped/corporate/Initialize()
default_pins += /obj/item/mod/module/armor_booster/nanotrasen/corporate
. = ..()
// Blueshield Armor
/datum/mod_theme/blueshield
armor_type = /datum/armor/mod_theme_blueshield
inbuilt_modules = list(/obj/item/mod/module/armor_booster/nanotrasen/blueshield)
/datum/armor/mod_theme_blueshield // Not really great for fighting.
melee = 20
bullet = 10
laser = 10
energy = 15
bomb = 50
bio = 100
fire = 100
acid = 100
wound = 20
/obj/item/mod/control/pre_equipped/blueshield/
applied_cell = /obj/item/stock_parts/cell/high
applied_modules = list(
/obj/item/mod/module/storage,
/obj/item/mod/module/magnetic_harness,
/obj/item/mod/module/flashlight,
/obj/item/mod/module/jetpack,
/obj/item/mod/module/quick_carry,
)
/obj/item/mod/control/pre_equipped/blueshield/Initialize()
default_pins += /obj/item/mod/module/armor_booster/nanotrasen/blueshield
. = ..()
@@ -0,0 +1,57 @@
/obj/item/mod/module/armor_booster/nanotrasen //An "armour booster" for security grade modsuits, to reduce the effectiveness of armoured combat in EVA.
desc = "A retrofitted series of retractable armor plates, allowing the suit to function as essentially power armor, \
giving the user incredible protection against conventional firearms, or everyday attacks in close-quarters. \
However, the additional plating cannot deploy alongside parts of the suit used for vacuum sealing, \
so this extra armor provides zero ability for extravehicular activity while deployed. \
This module has been partially reverse engineered from competing combat MOD technology, \
and does not help reduce the bulkiness of many of the suits it is installed in."
speed_added = 0 //This is to nerf your armour, not buff your modsuit speed
icon = 'icons/obj/clothing/suits/armor.dmi'
icon_state = "heavy" //SWAT suit icon, because I want to change the action buttons and these aren't meant to be obtainable outside the suits
//every security, command, etc mod theme has its own armour booster now, taking half the armour values of their current modsuit armour
//see modular_zubbers/code/datums/armor_overrides for modsuit changes
/obj/item/mod/module/armor_booster/nanotrasen/security //secoff modsuits, ERT modsuits also
armor_mod = /datum/armor/mod_module_armor_boost_security
/datum/armor/mod_module_armor_boost_security
melee = 20
bullet = 15
laser = 15
energy = 20
/obj/item/mod/module/armor_booster/nanotrasen/security/safeguard //HoS
desc = "A retrofitted series of retractable armor plates, allowing the suit to function as essentially power armor, \
giving the user incredible protection against conventional firearms, or everyday attacks in close-quarters. \
However, the additional plating cannot deploy alongside parts of the suit used for vacuum sealing, \
so this extra armor provides zero ability for extravehicular activity while deployed. \
This module has been partially reverse engineered from competing combat MOD technology, \
though Apadyne has partially mitigated some of the excess power towards improved actuators in the suit."
speed_added = 0.25 //better actuators on the HoS model
/obj/item/mod/module/armor_booster/nanotrasen/magnate //Captain
armor_mod = /datum/armor/mod_module_armor_boost_magnate
/datum/armor/mod_module_armor_boost_magnate
melee = 20
bullet = 20
laser = 20
energy = 20
/obj/item/mod/module/armor_booster/nanotrasen/corporate //CENTCOM
armor_mod = /datum/armor/mod_module_armor_boost_corporate
/datum/armor/mod_module_armor_boost_corporate
melee = 25
bullet = 25
laser = 25
energy = 25
/obj/item/mod/module/armor_booster/nanotrasen/blueshield
armor_mod = /datum/armor/mod_module_armor_boost_blueshield
/datum/armor/mod_module_armor_boost_blueshield
melee = 20
bullet = 10
laser = 10
energy = 15
+1
View File
@@ -8377,6 +8377,7 @@
#include "modular_zubbers\modules\jobs\code\trims\jobs.dm"
#include "modular_zubbers\modules\loadouts\overrides\loadout_items\loadout_datum.dm"
#include "modular_zubbers\modules\mapping\modules\ss13_construct\areas.dm"
#include "modular_zubbers\modules\mod_suits\modules.dm"
#include "modular_zubbers\modules\modular_items\code\cake_light.dm"
#include "modular_zubbers\modules\modular_items\code\HoS_beacon.dm"
#include "modular_zubbers\modules\modular_items\code\idmaco_donator.dm"