Exosuits can be pierced by bullets now, and changes the icons of the exosuit tank and honker.
About The Pull Request
Exosuits can now be pierced by projectiles! This is based off of the exosuit's facing modifiers list, which is manually based on the mech's flavor and armor values. (Manually, as in a person changes the values accordingly.)
The basic idea is that front == usually the most robust part of the mech Side == The hull isn't as robust here, and the arms, a important piece of the mech, are vulnerable to being hit. Since there's no arm damage system, this is simplified as extra mech damage. (Maybe if baymechs...?) The arms can also act as spaced armor for the pilot, so usually the side has a tiny bit extra pilot protection. Back == Unless there's equipment mounted here (extra mech damage), probably the weakest part of the mech. Some combat mechs are vulnerable to cockpit penetrations here.
Civilian mechs are still, afaik, immune to most regular types of pistol and shotgun ammo, only PDWs and rifles can pierce. (Because it seems like there wasn't an easy way to have the system accept APs below 0 as a potential penetrator.)
Exosuits can now protect their pilots from LIGHT explosions, because... it's weird a enclosed mech lets weak explosions through, like, why?
Why It's Good For The Game
It makes sense that a powerful rifle should be able to hit the pilots of less-armored mechs, such as the Ripley or Odysseus, because there's not much material in the way, and what material there is, probably isn't strong enough to stop these bullets.
Means that civilian mechs aren't as good for fighting enemies with some projectile weapons.
Replaces the old honker and exosuit tank icons with new icons - the exosuit tank's new icons are 48x48, down from the previously ginormous 96x96 icons. (By Infrared_Baron)
Code by FalloutFalcon.
:cl: githubuser4141, FalloutFalcon, Infrared_Baron balance: Mechs can be pierced by weapons now, Ripley exosuits are somewhat rebalanced. Mechs protect their pilots against LIGHT explosions now. imageadd: added new honker and exosuit tank images imagedel: deleted old honker and exosuit tank images /:cl:
- honk mech no, that sprite should not be updated it should be deleted.
- can't say I'm convinced to add a directional mechanic to just mechs. nothing else in the game acts like this so it's not going to work out or really feel good
- not really a fan of the tank sprites, especially the side states. Feels almost like two different things in the shape.
We don't actually map the tank in anywhere as far as I know and even if its in one ruin or so(shouldn't be) it's not intended for normal player use.
I agree with thgvr though i will note this pr does not add directional armor functionally, however you do tweak the numbers a lot. I personally think the mechanic is neat and if we do want more directional mechanics we do have to start some where... (I am biased as i wrote most of the code, BTW its FalloutFalcon not FallFalcon)
- honk mech no, that sprite should not be updated it should be deleted.
- can't say I'm convinced to add a directional mechanic to just mechs. nothing else in the game acts like this so it's not going to work out or really feel good
- not really a fan of the tank sprites, especially the side states. Feels almost like two different things in the shape.
We don't actually map the tank in anywhere as far as I know and even if its in one ruin or so(shouldn't be) it's not intended for normal player use.
¯_(ツ)_/¯ I didn't see any harm in updating it, since I have the updated sprites originally intended for TG laying about, so in the case of an admin trying to spawn it, it should look better.
I'm... not sure exactly what you mean, mechs are the only objects that revolve around storing a humanoid inside them besides maybe closets/crates. Mech armor also already has a directional armor mechanic, this expands on that by letting the pilots of exosuits be hit while using them.
- It's actually a sprite made for Fallout, and originally it was a quadruped tank, not a tracked tank, so that's probably what you're seeing. Hm, I thought it might've been spawning naturally in a few ruins, I guess not, though.
Yeah I realized after that the mechanic already exists. I don't want to further emphasize it however.
Yeah I realized after that the mechanic already exists. I don't want to further emphasize it however.
¯_(ツ)_/¯ I mean... mechs, being fairly intricate vehicles, would have more mechanics than say, a locker or a wall, right? As those aren't normally controlled by players directly. I thought it'd make sense seeing as the gun values are pretty specific with their damage and AP ranges.
Which parts don't you like about the directional mechanic? Less AP threshold, or less/more mech armor?
I don't like having a mechanic that forces you to look in a certain direction while nothing else in the game has this, and the game doesn't really support things like this for the same reasons.
Also, it's great if you commission a sprite or whatever but that does not guarantee anyone here myself included will like it or want it to be added to the game. This is a case like that, I don't really like the sprite or the shape it is. After some incidents in the past we tell people to come to us with proposed resprites/changes before they make it so I don't have to explain in a PR when it's already done.
I don't like having a mechanic that forces you to look in a certain direction while nothing else in the game has this, and the game doesn't really support things like this for the same reasons. they
It's because the mech can only fire from the direction it's facing, so it opens the mech up to ambushes and people trying to use it's poorer mobility to get to the weaker part. Well, humans have this mechanic to some extent, at some point in combat mode or harm intent you are 'locked in' and can't easily rotate your character which allows you to strafe. This is significant when using binoculars which are annoyingly directional.
I would have to see the tank sprites in game to make a decision about it.
Just remove the clown mech entirely lmao, fairly certain its one of the last few remnants of clown cruft left
Otherwise this is pretty good
: ( Uh, wouldn't it be out of scope to remove the honker for this? Removing only the sprites (old&new) would make it weird if a admin spawned it in. I think the armor stuff needs to be tested tho I'll do that later Do you just mean remove the new sprites?
I would have to see the tank sprites in game to make a decision about it. Just remove the clown mech entirely lmao, fairly certain its one of the last few remnants of clown cruft left Otherwise this is pretty good
: ( Uh, wouldn't it be out of scope to remove the honker for this? Removing only the sprites (old&new) would make it weird if a admin spawned it in. I think the armor stuff needs to be tested tho I'll do that later Do you just mean remove the new sprites?
the HONKER will never be spawned in, shiptest doesn't interact with SS13 clowns at all, and most references or exsistances of them have been expunged from the codebase
Updating the sprites implies we're interested in supporting it. You don't have to remove it, but there's no need to update the sprite
Whats your reasoning from going from
MECHA_FRONT_ARMOUR = 0.5, MECHA_SIDE_ARMOUR = 1, MECHA_BACK_ARMOUR = 1.5
to
MECHA_FRONT_ARMOUR = 0.5, MECHA_SIDE_ARMOUR = 0.75, MECHA_BACK_ARMOUR = 1
its not documented in the changelog and a pretty major buff to mechs.
(These numbers are mults for any damage check that runs armor)
Whats your reasoning from going from MECHA_FRONT_ARMOUR = 0.5, MECHA_SIDE_ARMOUR = 1, MECHA_BACK_ARMOUR = 1.5 to MECHA_FRONT_ARMOUR = 0.5, MECHA_SIDE_ARMOUR = 0.75, MECHA_BACK_ARMOUR = 1 its not documented in the changelog and a pretty major buff to mechs. (These numbers are mults for any damage check that runs armor)
It seemed like mechs were taking additional damage when they were at 1.5 and 1.0, more than what it felt like playing on the downstream. But I don't know how to quickly run dungeons in local host so I was just spawning dudes with SMGs and rifles and looking at how much damage was being dealt. Like the Gygax seemed to be taking 20-35 ish damage from side hits.
Whats your reasoning from going from MECHA_FRONT_ARMOUR = 0.5, MECHA_SIDE_ARMOUR = 1, MECHA_BACK_ARMOUR = 1.5 to MECHA_FRONT_ARMOUR = 0.5, MECHA_SIDE_ARMOUR = 0.75, MECHA_BACK_ARMOUR = 1 its not documented in the changelog and a pretty major buff to mechs. (These numbers are mults for any damage check that runs armor)
Ok, the values should be fixed soon, anything else I need to do?
Whats your reasoning from going from MECHA_FRONT_ARMOUR = 0.5, MECHA_SIDE_ARMOUR = 1, MECHA_BACK_ARMOUR = 1.5 to MECHA_FRONT_ARMOUR = 0.5, MECHA_SIDE_ARMOUR = 0.75, MECHA_BACK_ARMOUR = 1 its not documented in the changelog and a pretty major buff to mechs. (These numbers are mults for any damage check that runs armor)
Ok, the values should be fixed soon, anything else I need to do?
At present you definitely need to atomize the sprite changes out into a seperate pr.
I'll give it a test merge though i'm fairly certain the balance is going to need tweaks still.
This pull request has conflicts, please resolve those before we can evaluate the pull request.
make sure all your armor value, step_in, and max_integrity tweaking is documented in cl or removed.
Yeah, sure. The system is still broken however - told you this via DM, some things that should pierce (higher AP) don't, while ones with lesser AP do.
Again, no on the sprites
Ultimately I do not believe anyone wishes to merge this, and the requested changes have not been done in quite some time.