Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
About the pull request
Makes synthetics a bit more lore accurate and emphasizes being a technical advisor and support role rather than a body retrieval and front line healing role.
Explain why it's good for the game
Emphasizes back line and support role, changes USCM/commercial support type synthetics to be more lore-accurate in that they do not have up-armor (that's illegal) and so no innate damage resistance, and they do not have extra HP over a human. The health pool at which they can stay up and operating is deep, but internal damage is very real and can disable a synthetic especially if they're getting too close to combat. Colony/industrial synthetics have small (20%, reduced from 50%) damage resistance, and no extra HP, reflecting them being built more for hard labor and hazardous environment than for fine skills in a controlled setting. All synthetics have increased acid blood dodge chance, and pounce block RNG now. They can also aggressive grab mid size xenos, which should help reduce any reliance on weapons and make escapes and going unarmed more plausible.
Testing Photographs and Procedure
Debugging came back clean, tested all aspects without errors. Noted that without any repairing, taking a synthetic down with just slashes and punches usually resulted in 15-20 heart damage. Higher damage weapons like M41s almost always resulted in a heartbreak prior to death. Given that you must use a recharger station or autodoc to heal heart damage, not wearing armor and having no innate damage resistance makes your internal components a real point of failure.
Changelog
🆑
balance: Removed push requirement for aggressive grab on mobs
balance: Reduced synthetic innate damage resistance values and health
balance: Increased synthetic acid blood dodge chance
balance: Added pounce resistance to all synthetics at slightly higher chance
/:cl: