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Changing crews armblade wepons #12129
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If need be i can change exact number between 18-20. Im sure it should be in this area but not sure where exactly in it |
2 hit delimb, Yum! |
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Simple change and 20 does seem like a sensible number for a dedicated and fairly large combat weapon. 20 is kind of the standard upper damage for crew to be able to do in a single hit, with a few items doing more with other downsides.
Three hits minimum, only a 40 damage weapon can two-hit. Crew has access to axes as well which also do this and deal 23 damage. There are only two axes but they are far more accessible than these are. |
Im not sure if im supposed to do something at this point, or just wait. First time I add pull request to big project |
My bad |
This is a balance change so it needs a secondary approval, you can simply wait or you can ask for input/feedback on discord. If you are convinced 20 damage is too high because of reaching a delimb breakpoint, you can go down to 19 or 19.5 to achieve virtually the same damage while making it a four-hit delimb, but I think three is fine given the fireaxe situation already mentioned. |
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Seems reasonable
About The Pull Request
I changed damage of crew accessible armblades to 20 from 15, 15, 18 for nanite program, burning green extract and implant respectively
Why It's Good For The Game
(Starting note, my thoughs will be mostly about nanite and green extract blades, hydraulic just got swept up in it)
I recently code dived to see what crew accessible armblades do, and in a proces learned that both nanite and burning green ones have 15 force. 15 force is fairly special number, because it is the designated dangerous tool number. In this category we have items like: bone saw, butchers cleaver, jaws of life on crowbar mode, medical drill, and most commonly used and widely permitted for any job welder (when turned on).
This means that armblades each of with is on the end of their respective tech trees and require a lot of work to achieve (maxed out nanite research and illegal tech, xenobio up to green crosbreeds, explores finding both combat implants and armblade research disks + research up to that point). Additionally each of those blades requires a sacrifice to have (all the normal nanite problems + if armblade is here chain explosion might be to, it quite literally takes your arm away permanently, takes a lot of resources and valuable arm implant slot). Compared to just printing welder from any autolathe and having similar power using it seems unfair towards those armblades. They have one purpose, being good in combat, and they are on par with nearly free item with none of the downsides. To add insult to injury laser scalpel, fairly basic power tool for both sci and medbay deals 17 damage also with nearly 0 downsides. A cheap and relatively low tech tool is better at one thing they are supposed to be good at.
That's why i think they need a buff. The actual number in my opinion should be somewhere between 18 (so they have a edge in the one thing they are supposed to be good at) and 20 (In my mind limit of what not unique like fire axe crew mele weapons should do).
This would still place them lower than antagonist weapons (e-sword is lowest here and it deals 25 if i remember correctly) but stronger than just random tools you can make anywhere.
Tldr: They need a buff to be better than a welder.
Testing Photographs and Procedure
Screenshots&Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
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balance: Changed damage of nanite armblade 15 -> 20
balance: Changed damage of burning green extract armblade 15 -> 20
balance: Changed damage of hydraulic armblade 18 -> 20
/:cl: