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Evil Cyborgs - Non-Engineer Emag/Malf Modules #24638

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merged 26 commits into from
Apr 12, 2024

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PollardTheDragon
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@PollardTheDragon PollardTheDragon commented Mar 16, 2024

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.

  • Janitor Combat Broom: It is a push broom that serves no use as a broom, and instead as a combat implement. It deals 20 brute damage and knockdown. it is available to janitor borgs that get emagged or hacked.
  • Proximity Mine Dispenser: It dispenses proximity mines that are functionally identical to the traitor janitor's proximity mine. It has 4 uses per charge. It recharges slowly when the cyborg is in a recharging station. When deployed, it takes 15 seconds for them to arm. This is only available to janitor borgs that have received the Combat Cyborg upgrade.
  • The Rapid Syringe Cannon is a 14-shot RSG that is exclusive to Combat Cyborg upgraded medical cyborgs. It recharges shots while in a recharging station. It cannot take new chemicals, unlike a standard RSG, and instead heavy-duty syringes that do 20 brute and deliver 2u of toxin (for 10 more delayed toxin damage).
  • The steel-reinforced guitar is a standard guitar that deals 20 brute damage instead of the normal damage when attacking something. It still maintains all functions of a standard guitar. This is only available to emagged or hacked service cyborgs.
  • The cyborg shotgun is a combat shotgun that is installed into a service borg when it is upgraded with the Combat Cyborg ability. It holds eight shots of lasershot. Like a standard combat shotgun, it must rack the slide to chamber the first round. It recharges ammunition in a recharging station.
  • The kinetic accelerator cannon is a special PKA for mining cyborgs that is received upon the AI using the Combat Cyborg ability. It grants them a PKA that fires roughly 25% slower than a standard PKA, but is fully functional in pressurized environments.
  • There is a minor change to the Sonic Jackhammer, increasing its damage from 15 to 20, so that it can serve as a weapon for emagged mining cyborgs. Since this item can break reinforced walls, I figured it should deal more damage than that of a DIY Bone pickaxe, and bring it to par with other emag melee weapon damages.

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

  • Janitor combat broom for emag
  • Janitor proximity mine dispenser for malfunction
  • Janitor polyacid for emag
  • Medical piercing hypospray for emag
  • Medical RSG for malfunction
  • Service combat guitar for emag
  • Service cyborg shotgun for malfunction
  • Mining sonic jackhammer for emag
  • Mining double pressure mod PKA for malfunction

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:

@ParadiseSS13-Bot ParadiseSS13-Bot added the -Status: Awaiting type assignment This PR is waiting for its type to be assigned internally label Mar 16, 2024
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@1080pCat
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Janitor combat broom for emag

malfu...

@github-actions github-actions bot removed the Merge Conflict This PR is merge conflicted label Mar 16, 2024
@PollardTheDragon PollardTheDragon marked this pull request as ready for review March 17, 2024 01:18
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@Henri215 Henri215 requested a review from 1080pCat March 17, 2024 01:46
@Henri215
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Now that it is no longer a draft, could you describe more on the description the items you are trying to add?

@PollardTheDragon
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Righto, question time.

  1. Does the Janitor Push Broom have ASSURED knockdown - ie can you chain hit someone with it and theyre forced down the whole time?
  2. I am not a fan of how good a 14-shot RSG is. I would have to object on this on its own. Ranged "fuck you" shots is not fun.
  3. Compact Slugs are giga broken and do not need to be in the game. We yeeted slugs from standard use for a reason. Also objecting on this - perhaps buckshot if you want to keep the shotgun idea but I cannot stomach the armor-pen of a slug.
  4. The PKA will need rather harsh power tuning as an infinite shot weapon that only is blocked by explosive armor is rather spooky. Do keep in mind they can ALSO get PKA upgrades - so this needs to take up space in the PKA as well.
  1. The janitor push broom knocks down only when they are standing - if they are already horizontal in any way, they are not knocked down again. This is meant to be a side-grade to the one-tap-stun of the stun arm.
  2. The RSG could have its ammo limited or the amount/type of chemicals adjusted to what the balance team deems reasonable. Currently, it fires 10u cyanide syringes with no method of altering or changing the chemical fired, nor the amount, and can only be reloaded by spending time in a recharging station since it uses an internal magazine and not cyborg energy. The overall goal is to have a medical-themed ranged weapon that functions as a side-grade to the 30 damage per shot emitter cannon.
  3. Buckshot was my original idea, but people brought up concerns about getting point-blanked by a service cyborg. I would much rather the buck than the slug for the exact reasons you provide.
  4. The PKA in this case is a secondary, custom PKA. It has a mod capacity of 0 - it cannot accept any mods outside of cosmetics (frame/projectile). Likewise, it has an overheat time of 2 seconds, and a limited range of 3 tiles that cannot be improved. While it does do a whopping 40 brute on hit, it does less overall damage per second than the engineer borg's emitter cannon (30/s versus 20/s), has much more limited range, and is more punishing on a miss. I could tie an energy cost to the use of this weapon if desired.

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i dont see any issues that standout

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3. Buckshot was my original idea, but people brought up concerns about getting point-blanked by a service cyborg. I would much rather the buck than the slug for the exact reasons you provide.

why not have them shoot the booze shots that tot bartenders get? (/obj/item/ammo_casing/shotgun/fakebeanbag)

2. The RSG could have its ammo limited or the amount/type of chemicals adjusted to what the balance team deems reasonable. Currently, it fires 10u cyanide syringes with no method of altering or changing the chemical fired, nor the amount, and can only be reloaded by spending time in a recharging station since it uses an internal magazine and not cyborg energy. The overall goal is to have a medical-themed ranged weapon that functions as a side-grade to the 30 damage per shot emitter cannon.

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.

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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.

@ParadiseSS13-Bot ParadiseSS13-Bot added the Testmerge Requested This PR has a pending testmerge request label Apr 3, 2024
@matttheficus
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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)

@PollardTheDragon
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Does the RSG still shoot super fast with the borg?

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)

@ParadiseSS13-Bot ParadiseSS13-Bot added the Testmerge Active This PR is currently testmerged on production label Apr 5, 2024
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@1080pCat
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add: Syndicate Borg hypospray, Cyborg Syringe Cannon to emagged/malf Medical borgs.

gonna be brutally honest, 30tc for one of the more powerful healing chems is a little insane

image

@PollardTheDragon
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add: Syndicate Borg hypospray, Cyborg Syringe Cannon to emagged/malf Medical borgs.

gonna be brutally honest, 30tc for one of the more powerful healing chems is a little insane

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

@S34NW S34NW added this pull request to the merge queue Apr 12, 2024
Merged via the queue into ParadiseSS13:master with commit 41469cf Apr 12, 2024
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