Skip to content

Commit

Permalink
Rebalances hardsuit slowdowns (shiptest-ss13#3335)
Browse files Browse the repository at this point in the history
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

Rebalances slowdown factors on various hardsuits to make some better and
some worse.

- Blood-red hardsuits now have a flat 0.5 slowdown at all times;
toggling modes does not affect speed
- Security hardsuits and other combat hardsuits (excluding swat suits)
have a slowdown of 0.5; having worse armor than blood-reds is bad enough
as it is
- the heavy mining hardsuit now has the same speed as the mining
hardsuit because it was faster than its lighter counterpart for some
bizarre reason
- The solgov hardsuit also got nerfed to 0.5 slowdown because it was
full speed for some reason
- The quixote mobility suit, despite being rare as hen's teeth, has 0.3
slowdown because thgvr doesn't want any hardsuit to be fullspeed

Blood-red hardsuits (and their rarer sibling, the elite hardsuit) were
unequivocally the kings of the armor scene, boasting both very high
armor values and high mobility. if you found a blood red suit, you
basically never had any reason to take it off or made any kind of
trade-off for it. by contrast, security hardsuits and their relatives
are extremely unpopular both for their slowdown and their mediocre armor
values. this PR at least makes the slowdown much more tolerable, making
all combat hardsuits (not counting swat suits) the same speed as a
blood-red hardsuit in EVA mode. Ramzi suits were meant to be worse than
blood reds in part because the speed boost doesn't work on them; this
downside is now represented by just making them the same speed as a
miner's hardsuit at all times. It still represents rusted and
nonfunctioning servos and overall clunk like before.

:cl:
balance: Made security hardsuits faster and blood-red hardsuits slower
balance: Normalized some weird hardsuit speed outliers
/:cl:

<!-- Both :cl:'s are required for the changelog to work! You can put
your name to the right of the first :cl: if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
  • Loading branch information
Apogee-dev authored and MysticalFaceLesS committed Sep 11, 2024
1 parent b5ec977 commit dbc0e87
Showing 1 changed file with 8 additions and 10 deletions.
18 changes: 8 additions & 10 deletions code/modules/clothing/spacesuits/hardsuit.dm
Original file line number Diff line number Diff line change
Expand Up @@ -311,7 +311,6 @@
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining/heavy
custom_price = 4500
slowdown = 0.5

/obj/item/clothing/head/helmet/space/hardsuit/mining/heavy
name = "heavy mining helmet"
Expand Down Expand Up @@ -393,13 +392,11 @@
if(on)
linkedsuit.name = initial(linkedsuit.name)
linkedsuit.desc = initial(linkedsuit.desc)
linkedsuit.slowdown = 1
linkedsuit.clothing_flags |= STOPSPRESSUREDAMAGE
linkedsuit.cold_protection |= CHEST | GROIN | LEGS | FEET | ARMS | HANDS
else
linkedsuit.name += " (combat)"
linkedsuit.desc = linkedsuit.alt_desc
linkedsuit.slowdown = linkedsuit.combat_slowdown
linkedsuit.clothing_flags &= ~STOPSPRESSUREDAMAGE
linkedsuit.cold_protection &= ~(CHEST | GROIN | LEGS | FEET | ARMS | HANDS)
if(linkedsuit.lightweight)
Expand Down Expand Up @@ -427,12 +424,13 @@
// supports_variations = DIGITIGRADE_VARIATION | VOX_VARIATION // CELADON-EDIT - ORIGINAL
supports_variations = DIGITIGRADE_VARIATION | VOX_VARIATION | TAJARA_VARIATION
// [/CELADON-EDIT]
slowdown = 0.5
var/combat_slowdown = 0 //slowdown when in combat mode
var/lightweight = 0 //used for flags when toggling

//Ramzi Syndie suit
/obj/item/clothing/head/helmet/space/hardsuit/syndi/ramzi
name = "rusted-red hardsuit helmet"
name = "rust-red hardsuit helmet"
desc = "A beat-up standardized dual-mode helmet derived from more advanced special operations helmets, its red rusted into a dirty brown. It is in EVA mode. Manufactured by Ramzi Clique."
alt_desc = "A beat-up standardized dual-mode helmet derived from more advanced special operations helmets, its red rusted into a dirty brown. It is in combat mode. Manufactured by Ramzi Clique."
icon_state = "hardsuit1-ramzi"
Expand All @@ -441,7 +439,7 @@
armor = list("melee" = 35, "bullet" = 25, "laser" = 20,"energy" = 40, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75)

/obj/item/clothing/suit/space/hardsuit/syndi/ramzi
name = "rusted-red hardsuit"
name = "rust-red hardsuit"
desc = "A beat-up standardized dual-mode hardsuit derived from more advanced special operations hardsuits, its red rusted into a dirty brown. It is in EVA mode. Manufactured by Ramzi Clique."
alt_desc = "A beat-up standardized dual-mode hardsuit derived from more advanced special operations hardsuits, its red rusted into a dirty brown. It is in combat mode. Manufactured by Ramzi Clique."
icon_state = "hardsuit1-ramzi"
Expand All @@ -451,7 +449,7 @@
lightweight = 1
jetpack = null
armor = list("melee" = 35, "bullet" = 25, "laser" = 20,"energy" = 40, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75)
combat_slowdown = 0.5
slowdown = 0.7
jetpack = null
// [CELADON-ADD] - TAJARA
supports_variations = DIGITIGRADE_VARIATION | VOX_VARIATION
Expand Down Expand Up @@ -531,7 +529,6 @@
// supports_variations = VOX_VARIATION // CELADON-EDIT - ORIGINAL
supports_variations = VOX_VARIATION | TAJARA_VARIATION
// [/CELADON-EDIT]
combat_slowdown = 0.4
jetpack = null

/obj/item/clothing/head/helmet/space/hardsuit/syndi/cybersun/paramed
Expand Down Expand Up @@ -697,6 +694,7 @@
item_state = "sec_hardsuit"
armor = list("melee" = 35, "bullet" = 15, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security
slowdown = 0.5
// [CELADON-EDIT] - TAJARA
// supports_variations = DIGITIGRADE_VARIATION | VOX_VARIATION // CELADON-EDIT - ORIGINAL
supports_variations = DIGITIGRADE_VARIATION | VOX_VARIATION | TAJARA_VARIATION
Expand Down Expand Up @@ -958,7 +956,7 @@
armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 40, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
slowdown = 0
slowdown = 0.5
shield_state = "shield-red"
shield_on = "shield-red"
jetpack = /obj/item/tank/jetpack/suit
Expand Down Expand Up @@ -1248,7 +1246,7 @@
armor = list("melee" = 50, "bullet" = 45, "laser" = 40, "energy" = 30, "bomb" = 60, "bio" = 100, "rad" = 60, "fire" = 90, "acid" = 75) //intentionally the fucking strong, this is master chief-tier armor //is this really what you call the strong?? is this the best solgov has to offer??????
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/solgov
allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
slowdown = 0
slowdown = 0.5
// [CELADON-EDIT] - TAJARA
// supports_variations = DIGITIGRADE_VARIATION // CELADON-EDIT - ORIGINAL
supports_variations = DIGITIGRADE_VARIATION | TAJARA_VARIATION
Expand All @@ -1275,7 +1273,7 @@
actions_types = list(/datum/action/item_action/toggle_helmet)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/quixote
jetpack = /obj/item/tank/jetpack/suit
slowdown = 0
slowdown = 0.3
max_heat_protection_temperature = 20000
var/datum/action/innate/quixotejump/jump

Expand Down

0 comments on commit dbc0e87

Please sign in to comment.