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Evil Cyborgs - Non-Engineer Emag/Malf Modules #24638
Evil Cyborgs - Non-Engineer Emag/Malf Modules #24638
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malfu... |
Now that it is no longer a draft, could you describe more on the description the items you are trying to add? |
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i dont see any issues that standout
why not have them shoot the booze shots that tot bartenders get? (
cyanide isn't thaat strong not for quick deaths. for 14 shots too, i kinda expect borgs would panic shoot most of them into a single target. |
Boozy shells are surprisingly detrimental - even without being intoxicated, they are pretty severe in effect (despite not doing much damage compared to other shot). That is likely - a mediborg that magdumps someone is going to inject 140u of cyanide, but it leaves itself incapable of ranged combat until recharge. |
Lasershot change is good. Does the RSG still shoot super fast with the borg? Ranged 20 brute shots and RSG speed is spooky - DPS should be in line with the emitter laser (would need to do the math) |
For whatever reason, syringe guns in general do not have a fire delay (I figured they had like, 0.5 at minimum), so these can fire pretty fast (see: as fast as the user can click.). This is a bit broken, so I just ensured that there is at minimum 0.75s fire delay. This brings it to 26.6 brute DPS, and the ~5-6 toxin damage DOT shortly after. Less DPS than the emitter, but not by much. The engineer emitter cannon has an optimal DPS of 30 (30 burn * 1 shot a second) |
Having seen how powerful the syndie nanites actually are, I went and removed the hypo in favor of making the existing one piercing when emagged |
What Does This PR Do
This PR adds a fair variety to cyborg armaments when they become evil - when emagged or given upgrades by a malfunctioning AI. Namely, it adds a variety of items to each non-engineering cyborg in the hopes that it brings each cyborg module up to the engineering cyborg's standard.
Each module will be brought up to have a standard of a utility module, a combat module, and a malfunctioning module, as well as receiving any "best possible upgrade" that is thematic to its module (IE, the engineering cyborg currently gets an RCD).
Due to these changes, the malfunctioning AI ability that unlocks the engineer cyborg emitter cannon is being renamed to "Combat Cyborg Firmware Upgrade" and will have its cost updated from 50 to 70.
This PR adds a variety of items that serve as modules or as a support item for that module. They are listed below.
Why It's Good For The Game
Currently, engineering cyborgs are the de-facto best cyborg for utility and combat, for traitors and a malfunctioning AI alike. People don't often emag janitor cyborgs because they don't offer very much utility, and malfunctioning AI's often insist on selecting the engineer module or you are throwing the round. This will allow some much needed diversity in both emag targets and accepted malfunction borgs.
To-Do
Testing
Spawned a lot of borgs. Hacked a lot of borgs. Shot, poisoned, or otherwise maimed a lot of skrell. Bought a lot of malfunctioning AI combat upgrades.
Changelog
🆑
add: Piercing Borg hypospray, Cyborg Syringe Cannon to emagged/malf Medical borgs.
add: Generic cyanide syringe to load syringe cannon
add: cyborg combat broom, proximity mine dispenser to emagged/malf Janitor borgs
add: steel-reinforced guitar, cyborg shotgun to emagged/malf service borgs
add: compact slug to load the cyborg shotgun
add: sonic jackhammer, pressure mod to emagged/malf mining borgs
tweak: Moved polyacid spray from medical borgs to janitor borgs, to clean the toughest stains.
/:cl: