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Military armor balance #36853
Military armor balance #36853
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Reworks judo and capoeira, slightly modifies the animal styles, obsolets the five deadly venoms.
Rebalances martial arts.
Five deadly venoms back as starting trait.
Improved descriptions of the martial arts. Dragon style description correctly says intelligence boosts damage now, instead of dexterity.
Rebalances the more military amors in the game to fit better with the armor balance guidelines
Shouldn't the MBR vest get replaced with a plate carrier(synthetic fabric vest) instead? The new ballistic vest item, and its variants, (synthetic fabric vest carrying soft panels and ballistic inserts) should replace all the MBR items. Unless MBR is going to now be a survivor made thing- a regular Kevlar vest with plate pockets and mag pouches sewn on.
I'm unable currently to find any documentation for performance by 9mm on mild steel ( or any other test medium), so a youtube clip will have to suffice for now. https://www.youtube.com/watch?v=WYBbMg3phZI. .069"mild steel would put the steel plate MBR between a regular one and a superalloy one. (both I would argue are less effective than what is essentially two kevlar vests (IIIA kevlar inserts combined with a IIIA vest). |
I'm not sure what exactly the plan or timeline was for ballistic vest and variants to replace the MBR and it's variants and in what way, so i figured i would include them in a balance pass for now. If the plate carrier system is expanded on to replace them that would be totally fine. But for now the MBR vest is a very common item you will find in every playthrough so i thought their armor values were weird. As for the superalloy and steel vest values, especially when it comes to bullet resistance, i feel like tackling those issues would take a more thorough rework of the entire armor system. They are already the same resistance, or lower, as wearing a kevlar vest + a cuirass. or even a chainmail vest + a cuirass. So while it might be time for a full rework of the entire armor system, it's not here yet and probably won't be for a while. until then i don't see a problem with making the armor values conform to reality as far as possible while fitting in the current system. |
The best course of action for you here based on your assessment, then, is to remove their spawns. The survivor can still insert these materials if they wish, but the won't be found together anymore, because they wouldn't be found together. You are not wrong that steel armor and steel ballistic armor need to be separated. |
Except the ballistic vest is not set to appear everywhere you would expect mbr vests yet, and is still awaiting a balance pass. |
Were you to remove them, and their itemgroups were called, Empty, Kevlar plate, hard plate or ceramic would spawn in their place. I don't see the problem with that. (and again you wouldn't be removing them, just preventing them from spawning. The player could still craft them). |
Sounds like a good call for a separate PR. I've tried to keep this one from becoming to bloated, and it's already a bit full. PS: |
As a point of order, as a +10 -10 PR, I cannot fathom by what measure this one could be considered "bloated" or "full". If you mean the commit history, that can (and should) be addressed through rebasing. It's also important to consider the actual objective in the changes you're making. If your goal is to have what the player has access to for ballistic protection to be sensible, addressing spawn locations at the same time is not inappropriate. |
Stylistic differences then i suppose. The change suggested is now a PR and the maintainers can see them as a package deal if they think they should go together. |
Maybe increase MBR with kevlar plates encumbrance to 10? This version is now much, much better than empty just-soft-kevlar MBR that sits at 7enc. |
Good call, seems like a good adjustment adjustment on the mbr(kevlar vest) will update that in a second. I'll launch up the game with the ANBC suit and give it a quick playtest, i suspect the encumbrance will end up with the player getting swarmed and worn down due to stamina issues, thus best used in combination with a gun playstyle. |
As suggested by SirPendrak. upped it to 12 instead of 10.
Did you wear any gas mask? Or were they able to punch trough because of increased strenght when being a large group? |
I didn't wear a gas mask for this one but they punched through working as a group and broke my limbs before finishing me off. |
What about the helmets? |
Had a quick look at the army helmet. it's at 95% coverage with only 15 cut protection. Most military helmets are meant more for shrapnel and as a bump lid, so i found it hard to find extensive ballistic data, but i could find this: |
The ECH, ACH, PASGT and ATE helmets all have publicly available specifications. |
That sounds useful. i wasn't able to trivially find those reports, but i'd love for those to be used in tackling a rework of army helmets. Let me know if you want to tackle that or want to collaborate on getting those into a PR somehow. |
Removed storage from AEP suit when i realized neither of it's component clothes have storage and it makes little sense to add pockets in this craft.
Removed the storage from the AEP suit when i realized neither the kevlar vest nor the cleansuit it is made from have storage, nor do any other hazmat style suits. |
Anyone have further ideas for what needs to change here? I've gone over these again once or twice and think this should put them in a place where some survivors, but not most, would use them. |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Cleared up merge conflicts and looked this over, should be good to merge in the 0.E experimentals. PS: if we think the mbr changes here are too controversial / we would prefer replacing them entirely i can remove them from this PR. The changes to the other armors are more important here IMO. |
Summary
SUMMARY: Balance "Rebalances some armors to fit armor balance document"
Purpose of change
#36759
Makes a couple of currently unexpectedly weak armors more inline with the armor balance document: https://github.com/CleverRaven/Cataclysm-DDA/wiki/Armor-balance
Describe the solution
Increased material thickness on the MBR vest variants that are loaded with plates, and the swat armor, AEP armor, and ANBC armor. Reduced encumbrance on some of the MBR variants.
They now have the following simple values:
MBR (ceramic plates) = 1.11
MBR (superalloy) = 0.95
MBR (hard plates) = 0.89
MBR (steel plating) = 0.86
AEP suit = 0.8
MBR (kevlar plates) = 0.77
Swat armor = 0.7
ANBC suit = 0.47
Describe alternatives you've considered
Waiting for armor to be more fully reworked or only buffing the armors slightly so they can at least compare favorably to leather armor. They should now be great armor but without the coverage that survivor suits or plate armor can provide.
Testing
Spawned all the new armors to make sure the stats were correct, wore them, and spawned some zombies to hit me to see if there was weird interactions.
Additional context
Screenshot of the new values ingame:
PS:
Edited the kevlar mbr(kevlar plates) up to encumbrance 12 to differentiate it more from the empty mbr vest. updated it's simple value above