The objective of this update is to accomplish a short list of things. These follow:
Give barricades some actual base armor values, both due to the propensity for their destruction by even slightly stray bullets, and due to the massive increase in health across T2 and T3 castes drastically increasing the guaranteed damage that can be done during wave defense, as the map is flooded with dozens or even hundreds of angry 'minibosses,' as the host is fond of calling them.
Make metal barricades, particularly upgraded ones, worth using over free sandbags. This should encourage marines to have a strong backline of reinforced metal cades at FOB, while using sandbags for most other fortification needs.
Make barbed wire and razorwire freely available. Barbed wire adds a bit of health to cades, makes things that attack them in melee damage themselves, and prevents xenos from leaping over them. Razorwire acts as a cheap, disposable barrier along the outsides of barricade lines, and can be electrified if engineers bother to expand the wirenets to accommodate them. Making these free alongside sandbags encourages marines to turn surrounding buildings into fortresses, which can be great when attempting to hold locations for objectives, or for making durable fallback points if they start taking casualties.
Why It's Good For The Game
It allows marines to more reliably put down defenses in any section of the map, which can also give the admemes more flexibility with objectives and allowing for new strategies surrounding them.
Changelog
:cl:
qol: Shovels can hold 10 dirt per dig, and are twice as fast as e-tools, since they can't be folded. E-tools have had their work speed doubled, making them viable for marines to take when setting up for distant point holds relative to LZ.
balance: Metal, sandbag, and plasteel barricades now have increased armor against all damage types across the board. Sandbag barricades have melee and acid armor that is between basic metal and plasteel, but significantly less than upgraded metal. Upgraded metal has as much integrity as plasteel, but its armor depends on upgrade type. Experiment with FOB designs! Plasteel has great armor across the board, and would be best in class if it weren't so expensive. Sandbags, ballistic metal, and plasteel are also now much more resilient against marine weapons, making stray bullets less liable to fuck over wave defense.
balance: Makes barbed wire and razorwire free from the Utility tab, making it possible to quickly plug holes in cadelines against straggling swarmers while performing repairs.
/:cl:
About The Pull Request
The objective of this update is to accomplish a short list of things. These follow:
Give barricades some actual base armor values, both due to the propensity for their destruction by even slightly stray bullets, and due to the massive increase in health across T2 and T3 castes drastically increasing the guaranteed damage that can be done during wave defense, as the map is flooded with dozens or even hundreds of angry 'minibosses,' as the host is fond of calling them.
Make metal barricades, particularly upgraded ones, worth using over free sandbags. This should encourage marines to have a strong backline of reinforced metal cades at FOB, while using sandbags for most other fortification needs.
Make barbed wire and razorwire freely available. Barbed wire adds a bit of health to cades, makes things that attack them in melee damage themselves, and prevents xenos from leaping over them. Razorwire acts as a cheap, disposable barrier along the outsides of barricade lines, and can be electrified if engineers bother to expand the wirenets to accommodate them. Making these free alongside sandbags encourages marines to turn surrounding buildings into fortresses, which can be great when attempting to hold locations for objectives, or for making durable fallback points if they start taking casualties.
Why It's Good For The Game
It allows marines to more reliably put down defenses in any section of the map, which can also give the admemes more flexibility with objectives and allowing for new strategies surrounding them.
Changelog
:cl: qol: Shovels can hold 10 dirt per dig, and are twice as fast as e-tools, since they can't be folded. E-tools have had their work speed doubled, making them viable for marines to take when setting up for distant point holds relative to LZ. balance: Metal, sandbag, and plasteel barricades now have increased armor against all damage types across the board. Sandbag barricades have melee and acid armor that is between basic metal and plasteel, but significantly less than upgraded metal. Upgraded metal has as much integrity as plasteel, but its armor depends on upgrade type. Experiment with FOB designs! Plasteel has great armor across the board, and would be best in class if it weren't so expensive. Sandbags, ballistic metal, and plasteel are also now much more resilient against marine weapons, making stray bullets less liable to fuck over wave defense. balance: Makes barbed wire and razorwire free from the Utility tab, making it possible to quickly plug holes in cadelines against straggling swarmers while performing repairs. /:cl: