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ert tweaks #4484
ert tweaks #4484
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Not atomic, please resubmit the PR with the bug fixes and balance changes separate. |
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. |
Please atomize this into several different PRs (ideally splitting fixes, additions, and balance, and not touching too many ERTs at once) instead of making one massive one |
About the pull request
Went to fix a bug and did some things I've been meaning to do for a while now while I had the time.
About UPP Commando skills: Brings up to standard UPP level and adds a few nice things like good fireman carry, police skill, and nice JTAC, all things that backline cloakers excel at!
About UPP commando loadout changes: Minor things like replacing C4 pouch with meds for TML, moving C4 and stuff to backpack while also saving space by doing things like changing the full-sized handcuffs to zip-ties(which fit for commandos more anyway). Medic gets a surg-vest and the skills to use it, but no surg-bed so you're doing roller/regular table surg if you want to do surgery in the field!
Also gives medic and standard more WP grenades and swaps a C4 for a breach-charge in their loadouts.
Explain why it's good for the game
Fixes some bugs, does some QOL, fixes hell things that aren't bugs but are stupid. Does some of the stuff that my old commando PR had but without the(real) balance changes.
CLF advanced roles(spec and TML) already have preset boots so giving them actually good shoes that have utility(being able to tear out shrapnel) is nice, medic also gets these as they're the medic so I think them being able to tear out shrapnel easily is good. Synth also having knife is an obvious, maybe having their support tools with disincentivize constant combat synthing from CLF synths
I meant to add HPR to VAI machinegunners as a second option but I forgot in both the inital creation PR and the update PR.
T23 isn't that powerful anymore, having it in vendors is fine IMO.
I meant to remove M60 in the DD PR from all non-DD roles as I buffed it a lot, however it seems I accidentally replaced the custom shotty in the CLF spec weapon list instead of the M60, meaning it accidentally was kept along-side the MAR-50 instead of being replaced by it. Didn't re-add custom shotty as a choice because it sucks.
Testing Photographs and Procedure
Works.
Changelog
🆑
add: Adds Type 23 shotgun and its ammo to UPP equipment vendors
add: UPP Soldier (Breacher) spawns with a medical pouch and large shotgun shell pouch instead of two small shotgun shell pouches
add: UPP commando TML and medic have a medhud integrated into their NVGs now
add: VAIPO Machinegunner now has a 50 percent chance of having a kitted out HPR, VAISO MG has a 100% chance.
balance: Minor changes to UPP commando loadouts
balance: Minor buffs/additions to UPP Commando skills, bringing to par/slightly better than their regular UPP counterparts
balance: CLF leader, specialist, synth, and medic now always spawn with a boot that contains a knife.
balance: M60 no longer spawns for CLF specs, as was previously intended.
fix: NVGs should correctly spawn on UPP commandos and elite freelancers
fix: NP92 mags in the UPP vendor no longer cost 40 points per mag.
fix: UPP Specialists no longer vend the old minigun over the machinegun from vendors
/:cl: