Vault-Overseers / nuclear-14

Multiplayer survival role-playing game set in a post-nuclear apocalyptic world
https://nuclear14.com
GNU Affero General Public License v3.0
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MEGA ARMOR REBALANCE #501

Closed MutantMan2040 closed 2 months ago

MutantMan2040 commented 2 months ago

ARMOR REBALANCES AND CHANGES

Armor and outerware has been in a lukewarm state for quite some time, this PR attempts too address some of the issues and provide more balance and fairness too the game.

VETERAN RANGERS:

too start veteran rangers have recieved a decent nerf too their armor their total resistances pre-nerf were

Blunt 75% Slashing 75% Piercing 80% Heat 90%

while a suit of T-45 power armor is. Blunt 80% Slash 80% Piercing 70% Heat 70%

For referance, the stats reduce the incoming damage by that amount, so say for example, a veteran ranger was hit with a 10 damage laser, it would then deal 1 damage. That is a bit absurd.

with the following nerfs their resistances are now reduced too, from combined, helmet/gasmask/armor

Blunt 60 Slash 60 Piercing 55 Heat 55

These new numbers are subject too change, but i feel this gives other factions a much more fair time when fighting rangers, Rangers in the lore are elite warriors yes. but most of their prowess comes from skill, not their armor. Its a little silly too give them absurdly high armor values too emmulate their skill in combat. Veteran Rangers in Nuclear14 will still have an advantage yes, still quite a big one, i expect vets should still be able too pretty easily win 1v2s. But most of their skill will now have too come from the player.

For concerns about Veteran ranger balance against fighting Paladins, The NCR has over twice as many troops as the BOS, aswell NCR pretty standardly has a high player count, so even though Veteran ranger is weaker now, the BOS is probably still at a disadvantage. Aswell the Vets have better weaponry. and armor piercing weaponry.

POWER ARMOR:

Bullets and lasers will now occasionally bounce off power armor.

All power armors now have a base 15% reflection chance, with T-51 and up armors having a 20% chance. In exchange all piercing and heat resistances of all power armors has been lowered by 5%..

Metal and NCR plate (and a secret armor) now also have a 5% chance too reflect, just for fun.

RAIDER AND WASTERS:

Coats, dusters, armors, coats, have all recieved more resistances, they are still quite a bit weaker then the armors of advanced factions such as the NCR, and BOS. but on average expect your average wastelander/Townie too be 10-15% more difficult too kill. aswell alot of hats and clothes have recieved special bonuses and gained pockets, such as the flannels.

Alot of armors, and coats have been standardized aswell, too use the same stats, this allows for an easier time futher balancing things, and lets the player pick whatever one they think is coolest without sacrificing in game resistances :P. Rusted armor, salvaged armor, and tribal armor will still be slightly worse because of the nature of them.

CHANGELOG:

-Veteran rangers lost their plot armor -Power armor gives reflects, and has increased rad resist -Metal and NCR plate has smaller chance too reflect -Ranger hoods nerfed -Tribal hood now gives slight resistances. -Cowboy hats now give perception instead of charisma -Mining masks give some more rad resist -Raider armor lost pockets, gained some minor resistances -Combat and metal based armors have gained explosive resistances -Metal armor and NCR plate now decrease speed by 10% -Various other changes...

Future PRs will be released too further balance armor and weaponry. feedback is appreciated, but educated feedback.

BONUS:

Ripper now works like a proper chainsaw RRRRRRrrrrRRRRRRRRRrrr