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Bubberstation/code/modules/surgery
necromanceranne 84cb29b23e [READY] The Cyberbrawlening: Augment your Unarmed Strikes for Maximum Damage (#79705)
## About The Pull Request

Robotics can print Advanced cybernetic arms and legs. These limbs have a
higher max health (though contribute the exact same amount to core
health as normal limbs), higher unarmed damage and higher unarmed
effectiveness than organic limbs.

In addition, Strongarm implants now respect the unarmed potential of the
limb it occupies. This means you can potentially get much higher damage
output if your arm would be capable of higher potential damage and armor
penetration. They also do additional stamina damage (1.5x punch damage)
so that you can capitalize better on unarmed combinations.

Surplus Prosthetic limbs now contribute a total of 250% of their carried
damage against overall health. With only 20 max HP, that means at full
damage, the user suffers 50 damage per limb. They also have terrible
unarmed values.

Cleans up exofabricators a touch and creates some defines for limb
values.

New Sprites 


![image](https://github.com/tgstation/tgstation/assets/40847847/96855c64-e5d4-4bfc-a508-a33a704ce3a6)

![advanced limbs
2](https://github.com/tgstation/tgstation/assets/40847847/ac8cf765-7904-4191-a79c-5b38ccf895b5)

## Why It's Good For The Game

I really want to encourage people to get involved in unarmed combat, so
I want to include some potential ways to seek out improving your unarmed
combat ability. One possibility should be robotics!

Currently, Strongarm implants are....possibly worse than unarmed
attacks? To solve that slightly, they now utilize the attacking limb's
unarmed potential as bonuses to the damage dealt as well as penetrative
power. I don't have a perfect solution for this at the moment, but at
least anyone utilizing this implant isn't unintentionally harming their
unarmed combat potency...too much.

Surplus Limbs are, once again, extremely good at taking damage and have
almost no actual negatives at the moment. I tried to resolve this in
https://github.com/tgstation/tgstation/pull/71739, but the code changes
I added have since become obsolete once again, leaving us once again
with surplus limbs acting as a health _boost_ rather than a health
_malus_. This fixes that issue once and for all, and if you have these
limbs, they're going to fucking _suck_.

## Changelog
🆑
add: The battle against Maint Khan's forces rages on in the periphery
stations of the Spinward Sector. And with it, a new breed of unarmed
warrior has emerged; the cybernetic martial artist. Nanotrasen, rather
than quell the minor maintenance civil war brewing in their sector, have
chosen to exploit this conflict to push their weapons and cybernetics
research to new heights!
add: Advanced cybernetic arms can be printed at the Robotics
exofabricator once researched. They are unlocked by researching the
Advanced Robotics Research node.
add: Advanced cybernetic arms are more durable than standard limbs, and
also have higher unarmed potential.
balance: Strongarm implants now utilize the attacking limb's unarmed
potential to determine damage and potential armor penetration. It also
does additional stamina damage (1.5x punch damage)
balance: Surplus prosthetic limbs contribute more of their carried
damage to overall health (AKA they make you actively more vulnerable to
damage), and deal less damage with unarmed attacks. Take Quadruple
Amputee at your own risk.
/🆑
2023-11-20 02:43:57 +00:00
..