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Moves current UPP/CLF combat synths into a support role #5830

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merged 2 commits into from
Feb 28, 2024

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@Nanu308 Nanu308 commented Feb 26, 2024

About the pull request

We discussed combat synths on the maintainer meeting yesterday, specifically the UPP/CLF ert's and we've come to the conclusion and decided we want Synths in those ERT's to be more support focused primarily which is why we're removing the ability for them to use guns. This is done by disabling the allow_gun_usage variable. (The whiteout deathsquad will not be affected by this change.)

The CLF Synth survivor on LV will also be affected by this change. (The whiteout deathsquad will not be affected by this change.)

I'll make a separate PR to adjust what equipment synthetics get which are affected by this change to help facilitate the removal of gun usage.

In the future, we will make a component for Synths that allows the CLF synth/s specifically to randomly have their "laws" scrambled and switch between different set/s to bring into the hacked aspect further.

Admins can still enable gun usage as before by setting the VV allow_gun_usage to be True for their events.

Explain why it's good for the game

It is very un-fun for both Xeno and Marine to fight a combat synth due to the power level they are at which includes less stun, no bone breaks, no pain, and a rather quick repair time. In turn, we want them to be more on the back-line and assist the actual combat troops with medication, setting up defenses, maybe handling prisoners and so forth instead of being a OP killing machine.

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑 Nanu
balance: Removed the ability for Combat Synths in the UPP/CLF ERT to use guns, as well as the CLF Survivor Synth.
add: Did a few minor tweaks to help fill in some of the space given by the removal of guns/ammo from the Combat Synths loadout.
/:cl:

Synths allow_gun_usage n minor tweaks
@github-actions github-actions bot added Balance You need to be a professional veteran game maintainer to comprehend what is being done here. Feature Feature coder badge labels Feb 26, 2024
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@Zonespace27 Zonespace27 marked this pull request as draft February 26, 2024 23:47
remove one letter vars and fixes name
@Nanu308 Nanu308 marked this pull request as ready for review February 27, 2024 00:09
@Drulikar Drulikar added the Balance Approved This PR has had its balance and gameplay-affecting aspects approved. Cry to the Head-maint about it. label Feb 28, 2024
@Drulikar Drulikar added this pull request to the merge queue Feb 28, 2024
Merged via the queue into cmss13-devs:master with commit 72c668b Feb 28, 2024
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cm13-github added a commit that referenced this pull request Feb 28, 2024
github-merge-queue bot pushed a commit that referenced this pull request Mar 3, 2024
# About the pull request

This PR is a follow up to #5830 And also fixes the incorrect defines
(used for name) of colony synth gen 1 and 2.

# Explain why it's good for the game
Fixes #5853 

# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>


![image](https://github.com/cmss13-devs/cmss13/assets/76988376/c7c6bfb9-fc6c-4c38-a6c7-3941179c313f)

![image](https://github.com/cmss13-devs/cmss13/assets/76988376/5a9bf223-30db-4e7c-a821-f4f79a4e4313)

</details>


# Changelog
:cl: Drathek
fix: Fixed skills not getting set for UPP and CLF synths
spellcheck: Fixed naming of colony synth gen 1 and gen 2 being swapped
/:cl:
@Nanu308 Nanu308 deleted the nanu/synth_change branch March 16, 2024 13:50
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3 participants