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Com Tech Specializations #6636
Com Tech Specializations #6636
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Genuinely a great idea! I play comtech a lot and while I personally would probably stick with the 'essential' kit just out of force of habit, I can definitely see the benefits of all of these One thing I would like to say though is that I am a bit tentative about having an entire TURRET available in the FOB defense kit. Turrets are extremely powerful and there's a reason why every comtech only gets one right now. A potential alternative could be an M56D kit, so that you can still give the FOB defense kit a relatively powerful machine gun to defend it with, without the relative strength of an entire turret. That being said? I'm not a balancer and I wouldn't really know. Overall, looks great! |
Someone seems to be working on a new nailgun. |
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I appreciate all the effort thats going into writing the description and reasoning for all of this; but ultimately I think this stems more from you wanting a loadout system where you can pre-define what you want to take for a round to not think about what to take. As is, this is a substantial buff to comtechs, and is heavily prone to just forming a meta pick (likely the FOB Defense kit because of an extra sentry). Comtechs should be on an equal baseline and customization in your loadout comes from your point buys. The major issues I see with this are the normal nailgun and the extra sentry. But in general I would rather all comtechs use a common baseline kit like they do now and customization past that comes from the point buys. I am more keen on what is being done in #6650 than here, but there is a lot to evaluate for that PR. |
About the pull request
I think this should be considered for Test Merged, but I'm cool with regular merge.
Adds various Com Tech Specializations.
Adds Tool Webbing to Com Tech Closet. (makes it harder to lock yourself out of tools.)
Adds new "Folding Barricade" pouch for com techs. Only accessible by com tech specialty. Maybe I should class-lock this to prevent power creep in REQ.
This makes a huge balance change to the Com Tech Role, so I wrote a lot of info.
I think I hit a good level of balance...
IDEASGUYS, and non-maintainers, discuss on the forum, please!
https://forum.cm-ss13.com/t/comtech-brainstorming/8863
CHECK CODE FOR ACCURATE LOADOUTS IN CASE OF CHANGES
Specializations:
Essential: (unchanged.)
-40 plasteel
-50 metal
-25 sandbags
-1 c4
FOB Construction: (No need for c4.) - Someone said I should lower the price... thought maybe by 10 to make barbed free but, I think that'd make the basic kit obsolete. I could also lower the amount of metal in this package.
-REQ radio key
-50 metal
-50 metal
-40 plasteel
-20 barbed wire
FOB Defense: (coordinate with com techs so you have extra turret) - limiting to 10 points of "fun gear" since I think 15 opens too many options; open to maintainers adjusting this later. Just let marines take an extended mag, machete, or binoculars. I am stopping flamer com techs, but maybe I shouldn't if these guys are laying traps. Since turret is often set and goodbye, I didn't want to suck all the fun out of a com tech's day.
-50 metal
-24 plasteel
-20 barbed wire
-Sentry Gun (basic machine gun)
-box of claymores
-box of claymores
Rapid Repair: - Currently has compact nailgun. Mentioned Military nailgun PR below in a comment. No reloads available anywhere except on planet.
-Compact nailgun ( I heard some concerns... I think test merge is appropriate. )
-Folding barricade pouch (only holds folding cades, sandbags, barbed wire, shovel, crowbar)
-Folding barricade 3 pack
-Folding barricade 3 pack
-25 Sandbags Filled
-20 barbed wire
-50 metal
-metal foam grenade
Demolitions: (I want to trade sandbags for something... feels too "builder.")
C4
C4
Demo Charge
Demo Charge
3 pack of HEDP
50 metal
Portable Fire Extinguisher
Whistle
25 empty sandbags
Explain why it's good for the game
Com Techs are the most important class in the game and often has sub-optimal player numbers.
I added "specializations" to convince people to play more Com Tech by allowing them to get different options for different Com Tech playstyles. (aside from turret, and nailgun, it's just a trick to make people want to play com tech because I am the antag of CM13.)
Also gave tool webbing to just reduce more friction.
Philosophy:
Concerns:
Non-Concerns:
Backburner ideas: (Just thoughts I had for balance changes. Maybe a future PR, maybe a suggestion for fixing this PR, but... probably nothing.)
Testing Photographs and Procedure
Screenshots & Videos
The options available.
Once you take a kit you cannot take a second one.
Good old fashioned basic Com Tech Kit.
FOB Construction:
REQ radio encryption key.
FOB Defenses:
Plasteel stack only has 24 plasteel. Enough for a tank door.
Rapid Repair:
That pouch can hold the folding cades, empty sandbags, full sandbags, crowbar, barbed wire, or shovel.
3 slots.
New pouch CANNOT take metal nor plasteel.
Demolitions:
Changelog
🆑
add: Com Tech Specializations, and tool webbing to CT locker
add: New Com Tech only pouch that holds folding barricades and full sandbags, but not metal.
balance: Com Tech Specializations/essential kit changes
/:cl: