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Follow-up updates to ballistic damage: armor #1493

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merged 1 commit into from
May 3, 2022

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Summary

SUMMARY: Balance "Adjust ballistic armor of items and monsters with ammo rebalance project in mind"

Purpose of change

As I'd planned to, adjusted values of certain materials to be in line with intended plans for the ballistic damage PR, namely nudging certain armor towards specific values.

Describe the solution

  1. Adjusted material ballistic protection, general goal of making kevlar actually more protective agianst bullets than cutting, along with ballistic-specific materials such as ceramic and hard steel actually function for such. Also makes biosilicified chitin just a slight bit better against bullets to add to its niche of being the tougher chitin variant.
  2. Additionally, made more actual use of layered carbide material. Added it as a submaterial to RM13 armor and to all three exosuit variants. It was otherwise only really used in the phase immerison suit.
Item Target Value Actual Value
Surivor suit 15 16
Kevlar vest 25 25
Army helmet 35 36
MBR vest (steel) 40 39
MBR vest (hard steel) 50 48
MBR vest (ceramic) 60 63
RM13 (on) 40-60 45
Salvaged power armor 60-70 68
Light power armor 70-80 77
Power armor 80-100 94
Heavy power armor 100-120 120

With all that in mind, the next step was to adjust the ballistic armor value of various zeds, in particular military zeds and combat robots:
3. Ballistic armor of police bots increased to just below that of a kevlar vest.
4. Ballistic armor of military robots increased to be in between that of kevlar vest and army helmet.
5. Ballistic armor of mech suits increased to be comparable to light power armor (Spectre), standard power armor (Grunt), and salvaged power amror (Jack).
6. Police and security zombies given a default value of 10 ballistic armor for standard variants, 15 for riot/tactical tier zeds.
7. Military zeds given 35 ballistic armor to start with, escalating steadily from there to make the kevlar line the designated bullet sponges.
8. Armored zombies return to being a meme against bullets once more, gaining ballistic armor in the above target range for light power armor, while bio-operators are now a bit under the value of basic soldier zombies.
9. As per the tweak to acid chitin, acid ants get to be the only main example of wildlife with higher ballistic armor than cut armor.

Describe alternatives you've considered

We could possibly make most, if not all, monsters have bullet resist values equal to their cut values given bullets are generally getting good arpen.

Testing

  1. Checked affected files for syntax and lint errors.
  2. Loaded up compiled build to check armor values.

Additional context

@Coolthulhu Coolthulhu self-assigned this Apr 30, 2022
@Coolthulhu Coolthulhu merged commit f022f32 into cataclysmbnteam:upload May 3, 2022
@chaosvolt chaosvolt deleted the ballistics-time branch May 3, 2022 04:56
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2 participants