Solar Devils (PVE ERT) Changes, Alt IFF Component
About the pull request
Solar Devils ERT has gotten a large bunch of changes from biggest to smallest:
Ports #4723's Alternative IFF component it's a component now and can be added to any gun to prevent it from shooting if there's a target with IFF in it. Solar Devils SG now uses the alt IFF, and is unable to shoot if there is an IFF target in the way. Solar devils SG now does 25% more damage. (20 -> 25 on AP | 30 -> 37.5 on regular) Solar Devils SG gets a machete scabbard All Solar Devils are now capable of using the smartgun if the smartgunner dies. Solar Devils Platoon Leader now has enough medical skill to spawn with the three medkits that they're meant to have. replaced 2 cells in engi kits with breaching charges Solar Devils are properly outfitted with shielded welders, causing them to not take eye damage when used. Solar Devils MK1 mags hold 99 bullets instead of 95 Slightly increased the chance of headgear spawning
Huge thanks to https://github.com/cmss13-devs/cmss13-pve/pull/418 from Doubleumc for existing so I could copy code from it.
Explain why it's good for the game
PVE ERT... Must be accurate to PVE. SG now has PVE IFF SG now mimics PVE's absurdly damaging SG without actually doing 60~ damage per shot 99 round mag is sovl
Testing Photographs and Procedure
Demonstration
Shielded Welding tools
https://github.com/user-attachments/assets/1c6f5703-d518-470a-9218-d47fde237752
SG's special IFF component
https://github.com/user-attachments/assets/2045f590-79b3-4746-a599-590565038e77
Applying Alt IFF component to other guns.
https://github.com/user-attachments/assets/78c27666-0163-4453-9bc2-f8c34329802b
Changelog
:cl: add: Solar Devils (PVE) ERT SG now has alternative IFF, and is unable to shoot if an allied target is in the way. It also does 25% more damage. add: Solar Devils come with shielded blowtorches, causing no eye damage when used add: Solar Devils get 99 round MK1 mags instead of 95. balance: All Solar Devils know how to use smartguns balance: Solar Devils SG now gets a machete scabbard balance: Replaced 2 cells in the Solar Devil engi kit with breaching charges fix: The Solar Devils Platoon Leader now has the correct medical skill and will spawn with medkits. code: Alternative IFF component can be added to any gun to prevent it from shooting past allies /:cl:
The Solar Devils ERT does not have to be accurate to the PVE codebase. It's a port to PVP meant to be an easter egg, that's all atm.
That note aside, I do really like the addition of the no-shooting IFF, and the damage buff is appropriate to compensate for the loss, and that's a new feature that can potentially be used in the future.
99-round mags are eh, seems like just another 2 bloat entries that are a headache to explain, with very little value on an admin-only ERT. Consider trying to get approval for a balance change to make Mk1 mags 99 by default instead.
I still need to figure out why the platoon leader refuses to spawn the medkits in backpack for some ungodly reason.
The answer is just because the SL medical skill is too low. It's set to SKILL_MEDICAL_TRAINED, but it needs to be SKILL_MEDICAL_MEDIC to put spawn the first-aid kits in their backpack correctly. Put the first-aid kits in their hands, or move the kits to the medic's preset instead. You could also try to get approval for giving the SL medic-level skill, but that would also let them do pill bottles and defibs.
Consider trying to get approval for a balance change to make Mk1 mags 99 by default instead.
I'd really rather not have adminspawn-only ERTs have balance changes for the rest of the game. Mk1 is already (practically) a direct upgrade to the Mk2, and doesn't need a buff.
Thank you for pointing out the Platoon Leader's med skill, I spent way too long staring at the code wondering why it wouldn't work. In PVE the platoon leader has corpsman level skills to treat IB and use pills/kits.
I'd really rather not have adminspawn-only ERTs have balance changes for the rest of the game. Mk1 is already (practically) a direct upgrade to the Mk2, and doesn't need a buff.
That's understandable. Would recommend just not bothering with the random duplicate mk1 mags then, to reduce extra types and potential confusion from identically-named mags having different amounts of ammo.
Because even if they're admin-only spawns, they're going to be interacting with the PVP codebase still, which means every other mag is going to inconsistently be 95-rounds instead.
Could make the 99-rnd M41A Mk1 mags be something that all M41A Mk1s can have, but you need to use a screwdriver to add the space for the extra 4 rounds. But if you do this there is a small chance of a jam or something when you fire a fresh magazine. Might be a lot of effort for what is basically 4 extra bullets.
Since the Solar Devils are admin only you get a lot more leeway in how you balance them, but if they are too strong, they become rare to see. I'd say on a power ranking the current iteration of Solar Devils are at the same level as a friendly UPP ERT, perhaps a stepping stone beneath the W-Y PMC ERT.
I don't believe this change will drastically change how strong the Solar Devils are.
The IFF change is great, and at the very least it could allow more in-game testing of the two different IFF systems in the future.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Conflicts have been resolved. A maintainer will review the pull request shortly.
PVE ERT... Must be accurate to PVE.
No, it needs to be balanced for PvP.
Regarding Mk1, the reason in code it was set to 95 instead of 99 is meant to reference the issues Marines had with the M16 and the early 20-round magazines in Vietnam, and it jamming. So they would under-load the magazine to have less jamming occur (18 Rounds). Making a new mk1 just to get it to have 99, is imo quite unneeded.
Lower the dmg on the SG substantially, rest of the balance changes are fine imo and porting this IFF allows for some testing related to it for PvP CM which i am interested in trying at a later stage.
This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself
This pull request has conflicts, please resolve those before we can evaluate the pull request.
Conflicts have been resolved. A maintainer will review the pull request shortly.
Updated the PR now that #7600 is merged
Unsure how to make the balloon alert from activating frontline mode on the PVE SG not cause a runtime due to having no viewer(?)