TerraGov-Marine-Corps
TerraGov-Marine-Corps copied to clipboard
TL-182 Deployable shield
About The Pull Request
Adds the TL-182 deployable shield.
It's a shield that provides inferior protection compared to a normal shield, but you can deploy it on the ground, turning it into a barricade. This behaves more or less like a normal cade (you can wire and repair it etc, the wiring staying when you undeploy it). It has some soft armour but can't be upgraded like a normal cade, so sits somewhere between a metal and plasteel cade in terms of durability. Its coverage is 100 instead of 128, which means it will still block all projectiles, but projectiles with accuracy over 100 will have an easier time bypassing it. As a shield, it will block less damage, has lower armour and HP than a normal shield, but has slightly lower slowdown.
It is a normal size item so fits in bags, but can be worn on your back for TMNT larp.
Added to Combat Patrol in a few basic unga and leader loadouts that were a bit weaker offensively, to give them more defensive utility.
Added to HvX in req for 3 points and 6 into the vendors. I dunno if they'll actually be worth using, but doesn't hurt to have them there.
Why It's Good For The Game
A new mobile defensive item Deployables r kool
Changelog
:cl: add: Adds a deployable shield for marines, available in req and normal vendors, and in certain Combat Patrol loadouts /:cl:
this sounds alot like what deployable barricade supposed to be
simmilar to CM deployable cades
spedde merhg
Add it to regular rounds, will make using fixed guns tolerable on the front
Make it so deployable guns can be placed on the same tile couse otherwise it won't be taken by anyone besides engineers or crash game mode which will also be rare since its just better to have materials for a cade, other than that I like this
wait so what happens if it fully gets destroyed? will it have a destroyed state where everything can pass and you can still pick it up and repair it like a normal shield or will it fully get destroyed ie no longer recoverable
same as a shield or cade, fully destroyed = gone. They have an integrity threshold where they need metal to repair, but that's not fully destroyed.
only want to ask if letting it both fit in backpack AND being used as a shield is good idea. considering the normal shield cannot fit in backpack. also yeah being able to deploy on it would be very cool
I thought we already had one.
Test Merge Deployed
Server Instance
TGMC
Merged By
Lewdcifer
Revision
Origin: ba11e493e0e54387094b1aee3f723c962e51dc58 Pull Request: 68a5edaa3fdfa5df7454a6197c16264111d9a5dd Server: 0a3ec3bd7c91e04d1af2ffa9788b52e05723e2f5
Comment
Test Merge Updated
Server Instance
TGMC
Merged By
Lewdcifer
Revision
Origin: ba11e493e0e54387094b1aee3f723c962e51dc58 Pull Request: 68a5edaa3fdfa5df7454a6197c16264111d9a5dd Server: 17e47d3e33fcc9f6a5b8340311880374c53990ce
Comment
Testing it live, the shields do not seem damageable by most sources of damage, with the exception of xeno slashes. I tried attacking a deployed shield with the following:
- Marine with a spear. No damage.
- Marine with an AR-12. No damage.
- Marine with a HMG-08. No damage.
- SoM with a spear. No damage.
- SoM with a lasgun. No damage.
- Xeno acid spit, no damage.
Test Merge Removed
Testing it live, the shields do not seem damageable by most sources of damage, with the exception of xeno slashes. I tried attacking a deployed shield with the following:
* Marine with a spear. No damage. * Marine with an AR-12. No damage. * Marine with a HMG-08. No damage. * SoM with a spear. No damage. * SoM with a lasgun. No damage. * Xeno acid spit, no damage.
Removal of rad armour was causing it to runtime and not apply damage. Thus proving that removing rad armour was a mistake. Also fixed.