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Bubberstation/code/modules/clothing/head
TooFewSecrets ad7e621d18 Armor now resists Disabler shots more strongly than Lasers (#47152)
About The Pull Request

Most armor types formerly had 10 energy (a damage type near-exclusively used by Disablers) resistance across the board; now it is 10 points higher than the armor piece's Laser resistance, except for the Captain's Carapace where it is now equal (50 up from 10), to keep the Reflective Vest a superior anti-energy option in exchange for its specialization, and the Reflective Vest where it is now equal (60 up from 50), because 70 resistance and 50% reflect chance would make Disablers pitifully weak. May require further balancing for Pulse Rifles, but as those are admin-spawn only I think that's an entirely separate consideration - and Deathsquads usually show up to deal with targets that can't wear armor anyway. Oh, helmets are buffed too, as is any other exosuit clothing that provides damage resistances.

Antag armor changes don't violate freeze, as per Cobby.
Why It's Good For The Game

On the Security force, lethal weapons and all non-lethal options except the stun baton are mostly unused outside of the recently-nerfed shotguns because absolutely nothing reasonably protects from a Disabler at all except for Reflective Vests or outright stamina damage immunity - even if the victim doesn't have protection from other stuns, it's simply more practical to beam them down instead of using pepper spray or a flash, including people in something as supposedly-resilient as the Captain's Carapace. With these changes, Disablers are still the premier way of taking down unarmored targets, but it's far more practical to use other options, or at least aim for limbs before closing the distance to baton, against any target with actual armor on. Also gives a reason to actually consider carrying a lasgun as Security, when it's currently a weapon that almost always takes more shots to drop someone than the Disabler and has about half the battery size. Conversely, makes stolen or Cargo-ordered Disabler weapons far less dangerous against Security members who are guaranteed to have protection on their torso and head - dual Disablers will currently drop a Security Officer as fast as an expensive Syndicate Revolver or impossible-to-conceal Combat Shotgun, with almost twice as much total damage before having to reload.
Changelog

cl
balance: Disablers are now more effectively stopped by all forms of body armor. Performance against unarmored targets is unchanged.
/cl
2019-10-26 21:14:38 +13:00
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2019-10-25 11:18:25 -07:00