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feat(balance): re-add submaterial to survivor suits, use ballistic armor overrides #6116

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chaosvolt
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Purpose of change (The Why)

I did not particularly like having survivor suits all becoming mono-material, as this makes their stats a lot more uniform and changes what materials can be used to repair them, taking away one of the advantages of using lighter survivor suits. I realized that we could use explicit armor values as a way to set desired ballistic protection without having to toy around as much with materials and layering.

Describe the solution (The How)

  1. Re-added leather to material list for regular survivor suit, and defined explicit ballistc resistance of 30.
  2. Re-added cotton to material list for light survivor suit and light superalloy survivor suit, with ballistic resist set to 25 and 30 respectively.
  3. Re-added fur to material list for winter survivor suit, with ballistic resist set to 30.
  4. Adjusted survivor firesuit and wetsuit to have ballistic resist of 25, as these suits were overlooked during the big overhaul.
  5. Misc: Also bumped ballistic resist of heavy/superalloy survivor suits up to 35.

Heavy survivor suit's material list was left unchanged since having leather removed from the material list makes it require either kevlar or steel to repair, which I feel is an improvement in making it more effort to repair than the lighter tiers of suit.

Describe alternatives you've considered

Fine-tuning material thickness to get as close to the desired values as possible. Felt a bit clunky doing that, and we could use some vanilla demos for explicit armor values anyway.

We could also possibly nerf the heavy survivor suit by a layer since it has pretty beefy bash and cut protection for only 20 post-fit encumbrance.

Testing

  1. Tested affected files for syntax and lint errors.
  2. Grabbed armor values of affected items prior to these changes from my laptop playthrough.
  3. Ported changes to laptop build and load-tested.
  4. Grabbed armor values afterward to confirm they hit their target ballistic resistance values.
Screenshots, Before:

Light Survivor Suit:
Light, Before

Light Superalloy Suit:
Light SA, Before

Survivor Suit:
Medium, Before

Heavy Survivor Suit:
Heavy, Before

Winter Survivor Suit:
Winter, Before

Survivor Firesuit:
Firesuit, Before

Survivor Wetsuit:
Wetsuit, Before

Screenshots, After:

Light Survivor Suit:
Light, After

Light Superalloy Suit:
Light SA, After

Survivor Suit:
Medium, After

Heavy Survivor Suit:
Heavy, After

Winter Survivor Suit:
Winter, After

Survivor Firesuit:
Firesuit, After

Survivor Wetsuit:
Wetsuit, After

Additional context

Checklist

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@github-actions github-actions bot added the JSON related to game datas in JSON format. label Feb 24, 2025
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@RobbieNeko RobbieNeko left a comment

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Dang, even with a material thickness bump it still ended up being a nerf in non-ballistics to most suits. Looks good though, and definitely nice to have a proper example of those armor overrides we have now.

@chaosvolt
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Dang, even with a material thickness bump it still ended up being a nerf in non-ballistics to most suits. Looks good though, and definitely nice to have a proper example of those armor overrides we have now.

With the sub-materials re-added, since #4633 didn't change material thickiness any from what I could see, this should reduce bash/cut values back down to what they were before they got beefed up, aside from heavy suit which as I noted we could always nerf later on.

@chaosvolt chaosvolt merged commit b99608e into cataclysmbnteam:main Feb 24, 2025
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@chaosvolt chaosvolt deleted the survivor-suit-material-revert branch February 24, 2025 01:02
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2 participants