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Crashed UPP Survivors Insert Tweaks #4123
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
Ok, I think we're good. |
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself |
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get a mapper to sign off and i'll merge
Co-authored-by: Zonespace <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
I've changed the minigun to the new PKP Machinegun. Functionally its roughly similar to the minigun and it retains the spec only lock, so only the UPP SL or Spec can use it, so Marines can't steal it. |
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Looks good let's gooo!
About the pull request
Changes based on feedback and personal observations
Major changes
Minor Changes
Explain why it's good for the game
The Medic/Engi changes ensure there is a guarantee of a single Medic and Engineer outside of very lowpop. I was noticing the prior spawn system means you'll see a lot of Medics but rarely a Engineer. This change should also mean more people will spawn as Soldiers instead of 90% of the squad being Medics and Engineers.
The supply cache is to give the UPP a alternative objective, instead of rushing to the meta hold spots they can try to make a run for a supply cache to give them a better chance of survival.
Considering my observation of as many UPP surv rounds as I can, I've found its almost guaranteed the UPP are overrun by the time the USCM arrive. Perhaps a chance at some extra ammo might tip the scales?
Everything else is self explanatory.
Testing Photographs and Procedure
Screenshots & Videos
Changelog
🆑
balance: Large amount of balance changes to UPP survivors on Trijent. New spawn setup guarantee's you'll get 1 Medic and 1 Engineer.
balance: UPP survivors now have access to HUD icons for squad roles, and access to the UPP communications channel if the colony communications is repaired.
balance: UPP surv SL's and Specialists can now drive vehicles.
balance: A second, crashed, UPP dropship can be found somewhere on Trijent if the UPP survivors spawn. It contains extra supplies and stronger firearms. But requires a detour to find.
/:cl: