fix PKA once and for all kind of
About the PR
so, salvage weapons in general have been in a horrifically tumultuous balance cycle for the last two years. This PR does not change all salvage weapons, but it does rebalance the PKA and modkits.
Why / Balance
fire rate and recharge rate have been changed to their prebase stats. I tested it with both 1.5 to account for how everyone used to dual wield, and .75 for feel and .75 has better feel so that's what it's going to be. Damage has been lowered to a base of 30, and modkits now only provide an extra 5 damage, which caps out at a still respectable 45 damage. With the fact that you can no longer have a 70 damage three shot weapon, the indoor pressure nerf has been removed. The fire rate modkit has also been commented out, as .75 feels good without being too much, and things get really weird when the fire rate outpaces the recharge rate.
Technical details
comments out the firerate modkit, also just comments out the indoor modkit because while it's unused, changes might happen in the future again so I might as well leave it in case it gets used again.
Media
Requirements
- [x] I have tested all added content and changes.
- [x] I have added media to this PR or it does not require an ingame showcase.
Breaking changes
Changelog
:cl:
- remove: Remove the firerate modkit in exchange for a higher base firerate, but lower total firerate
- remove: Removed indoor modkits, as PKAs now function the same regardless of environment
- tweak: PKAs have had their stats reverted to be more in line with prebase stats
- tweak: Range and Damage modkits have been nerfed to compensate for the changed stats.
Review in progress!
Still under review, not forgotten.
Alright, not exactly forgotten but couldn't figure out how to handle this. I'll outline comments and concerns:
- Current PKA damage with maxed damage modules is indeed absurd in the right conditions (like against nukies in space).
- Base stats could use tweaking for feel, but I don't think they're abysmal.
However:
- This removes two modules and renders one (range) practically obsolete.
- Notably removes syndicate play around the item.
- Removes the fun gameplay consideration of pressure.
I'm not strictly in favor of keeping content just for the sake of content, but this implementation feels like it mostly reverts the PKA to a more milquetoast state, and discards some of the more fun ideas that were brought in with modkits.
goob already made pka have minimum pressure too so its lavaland only (or if you set up an arena with the right pressure control then gg) ill port it later since it hard counters this
Alright, not exactly forgotten but couldn't figure out how to handle this. I'll outline comments and concerns:
* Current PKA damage with maxed damage modules is indeed absurd in the right conditions (like against nukies in space). * Base stats _could_ use tweaking for feel, but I don't think they're abysmal.However:
* This removes two modules and renders one (range) practically obsolete. * Notably removes syndicate play around the item. * Removes the fun gameplay consideration of pressure.I'm not strictly in favor of keeping content just for the sake of content, but this implementation feels like it mostly reverts the PKA to a more milquetoast state, and discards some of the more fun ideas that were brought in with modkits.
the issue is that the modkits in question are... bad. Upstream modkits were introduced as effectively a nerf to what was already a nerfed weapon. Our modkits were buffed to an absurd level without adding anything interesting, and the pressure system was added to somewhat keep that in check as a bandage to the fact that they were absurd.
If it were up to me, all of the stat buff modkits would be removed in favor of modkits that change the weapon on a more substantial level, but I kept two in order to not fully remove the system and so that people know its there.
As it stands, this brings the base stats more in line with it's original incarnation which was just more enjoyable to use overall. I also kinda hard reject that it's "discarding the fun ideas that come with modkits" when all the modkits do is raise the numbers or fix a problem that we made in the first place.
tg has stuff like vampirism modkits from necropolis chests that are more substantial than just a stat change
tg has stuff like vampirism modkits from necropolis chests that are more substantial than just a stat change
and stuff like that would be great to have which is why this PR doesn't fully disable the system. if someone should ever make those modkits it's still fully in place for fun and interesting stuff like that.
Full-Auto modkit, anyone?
10% range is still totally worthless
The current iteration of PKAs is very overtuned. a 70dps blunt ranged weapon, that requires no ammo with small storage space and that you are given round start is clearly a problem and needs to be addressed. This PR should hopefully provide both a PKA thats more in line with what the rest of salvs gear gives them, and maybe serve for wardens to accept Salvs gun requests when they go off to do dangerous things. We understand that salv balance is still a sore spot and we will keep an eye on how this change affects the role.
The PR is approved.
Is this still being worked on? There's changes requested.
Is this still being worked on? There's changes requested.
it is just tired
Closing for now to declutter, re-open when ready to continue.