Closed Lewdissar closed 6 months ago
You should elaborate you Brazilian albino monkey
And also you completely missed my point about bulletproof armor buddy the other stats besides bullet should be decreased laser especially
You should elaborate you Brazilian albino monkey
How will I elaborate more than genuinely citing the change in the PR description? Also, as for the lower comment, the only other way to make it comparable was to bumb it's bullet resist to some insane fucking stat like 65 ot 70 which would make it quasi-PA against bullet. Wouldn't make much sense and it'd feel massively off. As for the other resistances. 40 melee is almost decent and 30 laser is a negligible laser resist, especially since most laser weapons have at least 20% AP. It's still very much an armor where you trade off your other protections for bullet resist, just that it's slightly less completely vulnerable. For comparison, the armor it shares a spawner with and the reason this PR exists (RCA) Has a statline of 50, 50, 50, so even as it is now the 3 main resists don't sum up to it.
just buffing a niche item for himself to use, this is the kind of ‘balance’ pr that has made fo13 what it is today
just buffing a niche item for himself to use, this is the kind of ‘balance’ pr that has made fo13 what it is today
This is more of a test first PR, Security and Swat armor are also getting shit done to them on the next one, alongside the bulletproof helmet and modkit armors like weathered ranger which for some reason have like, no wound protection bc whoever coded them din't know wounds were a thing. Bulletproof is just the biggest priority bc out of all the high armor spawn armors without counting RCA and SPA it's the most used. You barely see ppl using SWAT or Security, so that's also why I'm leaving those 4 later (hopefully today still depending on how my university goes.)
(By the way, bulletproof armor is roundstart spawn for enclave specialist, which I regularly fight against since I main NCR, so i'm actively buffing my enemy)
This is more of a test first PR, Security and Swat armor are also getting shit done to them on the next one, alongside the bulletproof helmet and modkit armors like weathered ranger which for some reason have like, no wound protection bc whoever coded them din't know wounds were a thing. Bulletproof is just the biggest priority bc out of all the high armor spawn armors without counting RCA and SPA it's the most used. You barely see ppl using SWAT or Security, so that's also why I'm leaving those 4 later (hopefully today still depending on how my university goes.)
Or just don’t do anything to any of them. But that way wouldn’t buff enclave spec, would it? 🤔
This is more of a test first PR, Security and Swat armor are also getting shit done to them on the next one, alongside the bulletproof helmet and modkit armors like weathered ranger which for some reason have like, no wound protection bc whoever coded them din't know wounds were a thing. Bulletproof is just the biggest priority bc out of all the high armor spawn armors without counting RCA and SPA it's the most used. You barely see ppl using SWAT or Security, so that's also why I'm leaving those 4 later (hopefully today still depending on how my university goes.)
Or just don’t do anything to any of them. But that way wouldn’t buff enclave spec, would it? 🤔
They all suck mad ass as they share a spawn with two actually good armors (RCA and SPA) while being completely fucked over due to insane powercreep guns wise. Back then Bulletproof and Security's tradeoff was that security had higher melee resist than RCA with bullet and laser had being worse while Bulletproof had more bullet resist with melee and laser being worse. The objective with this test and the next 4 real PR is to return these armors which fell off use due to powercreep to what they were originally meant to be, becuase loot being in a spot where either you get one specific item or might as well not have looted it kinda sucks.
Buffing these armors is just effectively temporary fixes until the rebase where powercreep is greatly reduced comes out, since it's pretty much 30x the work to make current big iron code unpowercrept for the 2-3 weeks it still has before the switch is made to Hail Mary, it's easier to just make shit that fell off match the current powercreep.
Buffing these armors is just effectively temporary fixes until the rebase where powercreep is greatly reduced comes out, since it's pretty much 30x the work to make current big iron code unpowercrept for the 2-3 weeks it still has before the switch is made to Hail Mary, it's easier to just make shit that fell off match the current powercreep.
You’re weird and need to get a job.
The last thing any of us should be doing is encouraging the use of tg armor on the fallout server.
Buffing these armors is just effectively temporary fixes until the rebase where powercreep is greatly reduced comes out, since it's pretty much 30x the work to make current big iron code unpowercrept for the 2-3 weeks it still has before the switch is made to Hail Mary, it's easier to just make shit that fell off match the current powercreep.
You’re weird and need to get a job.
The last thing any of us should be doing is encouraging the use of tg armor on the fallout server.
I had to quit my job to go to university homie, no can do.
IMO I like the idea of hyper specialized armors that are good at one thing but suck ass at everything else. Maybe lower the melee and laser resistance more.
IMO I like the idea of hyper specialized armors that are good at one thing but suck ass at everything else. Maybe lower the melee and laser resistance more.
problem with lowering it more is that then these armor are getting 2-3 shot depending on what you hit them with, and I can't increase their specialized protections becuase we'd be walking into power armor territory, is the kind of problem they face.
no this is terrible. 50 bullet is already good. and the laser prot is also being increased? nah og
Test these changes locally to see how well ballistics work against the new values, at a glance one part looks a bit egregious (the 60 bullet prot with increased laser res) but if it seems fine in testing we can test things on the server.
Test these changes locally to see how well ballistics work against the new values, at a glance one part looks a bit egregious (the 60 bullet prot with increased laser res) but if it seems fine in testing we can test things on the server.
So, Local testing results for bullets using an R82 (no stimms on any of the targets) gets us the following figures for the armor sets from full health to crit respectively. Bulletproof is 12 shots. RCA (used as a reference) is at 10 shots. Outlaw Coat is at 9 shots. SWAT and Security are at 8 shots.
Furthermore, with melee testing using a supersledge (no grognak), the figures are as follows. Security and RCA at 4 hits, with security taking less damage per hit. All the other 3 at 3 hits, although bulletproof was the only one to get knocked down, and on the first hit no less.
As a further comparison, SPA, with the same testing criteria, takes 5 melee hits (no knockdown) or 16 shots from an R82 to reach critical state.
About The Pull Request
Changes Bulletproof set, Security set and SWAT set statlines to keep the drip competitive in the powercrept as hell Meta.
Why It's Good For The Game
Drip options!
Pre-Merge Checklist
Changelog
:cl: code: Buffed Bulletproof, Security and SWAT armor to better match the current state of combat meta, seeing as the 3 of them are supposed to be high tier armor but their performance did not match their tier. Furthermore, buffs the outlaw coat which is a unique item you can only acquire clearing a dungeon (it's not better than the RCA you can get from said dungeon). /:cl: