Files
Bubberstation/code/__DEFINES
Roxy b2950a6688 Reverts us back to 100 maxhp from the 135 we have been on because I lived to it once (#4479)
## About The Pull Request
cyborgs, synths, humans, all that? Yeah, we 100hp now. No more 135.

do not merge until the bloodsucker nerfs and blacksmithing nerfs are
here so they don't become WAY beyond powerful
## Why It's Good For The Game
The vast majority of content we get is made with 100hp in mind, there
are a very limited amount of features which are made with more in mind
(bloodsucker, blacksmithing). The skyrat guns are already being removed,
which was one of the main factors on not lowering it. However, batons,
lasers, and even most other crew melee weapons are impacted by this.
Antagonist weapons are in turn affected far less. The higher damage
something does, the less extra hits they'll have to do in order to hit
that same treshold. Some antagonist weapons will require 1 less hit to
crit, but most crew weapons will require 2 (or more) less hits to crit.
Antagonists _ALSO_ routinely get some of the best armor in the game. The
extra HP scales extra hard with them due to this, allowing an otherwise
settled fight to be enough for the antagonist to retreat. Lasers will
once more feel punchy, and in general fights will feel less like they
drag on forever.

Other consequences of this change will be things like batons
stamcritting in 2 hits instead of 3, and the syndicate revolver being
Good Again. (3 shots to crit is a lot more than 2 when you only get 6
shots for 13tc)

tl;dr everything we get from tg is balanced around the 100 threshold,
having more than that fundamentally screws things up, except for the
like- 3 features that are made around 135. One of which is being
removed, the others are being toned down by other players.
## Proof Of Testing
I did test it and the health do be 100 again


<details>
<summary>Screenshots/Videos</summary>
<img width="200" height="223" alt="image"
src="https://github.com/user-attachments/assets/a8e47838-e33a-40c6-b98a-5dec2029be16"
/>
<img width="431" height="157" alt="image"
src="https://github.com/user-attachments/assets/f6808f83-8f8d-4878-b3d9-3c6bc12e5158"
/>
<img width="251" height="32" alt="image"
src="https://github.com/user-attachments/assets/b98fa6a4-6760-4cbe-b6dd-d2541f8cdb9c"
/>
<img width="468" height="184" alt="image"
src="https://github.com/user-attachments/assets/7089be74-49ba-42f8-970b-bfda83b5208c"
/>
</details>

## Changelog
🆑
balance: Reverts human health to 100hp
balance: Reverts sillicon health to 100hp
/🆑

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Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2025-08-26 18:02:53 +03:00
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This folder is full of #define statements. They are similar to constants, but must come before any code that references them, and they do not take up memory the way constants do.

The values in this folder are NOT options. They are not for hosts to play with. Some of the values are arbitrary and only need to be different from similar constants; for example, the genetic mutation numbers in genetics.dm mean nothing, but MUST be distinct.

It is wise not to touch them unless you understand what they do, where they're used, and most importantly, how to undo your changes if you screw it up.

  • Sayu