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Syndicate Hardsuit Armor Assist #4194
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Not sure about this. Syndicate hardsuit speed was nerfed for a reason. as is they’re still some of the best reasonably available body armor in the entire game. The reduced base movespeed is going to make them frustrating to use despite the ability to have a burst of normal speed. I don’t think they really need this change and it could have a lot of knock-on effects for ship and gear balance and player experience. that, and special abilities aren’t really a hardsuit thing in general and shouldn’t be imo- hardsuits overall are just armor, there isnt room for fancy gizmos and special abilities like there is on an exosuit or modsuit. This should really be a modsuit ability. |
I see where you're coming from. 0.7 is about average in comparison to other non-combat hardsuits, but I can see how that could be potentially frustrating in a combat situation. I would be interested to see how players respond to it in TM to accurately gauge responses though.
I wouldn't mind making this a modsuit ability, but modsuits aren't really present or accessible in the game right now. |
I’d chat with imaginos and thgvr about modsuits, theres been some talk about Coalition elite suits lately. Theyd still be vanishingly rare, but. |
I talked with imaginos about it. He said it's probably gonna be a while before anything comes about with the modsuits, and this a good thing to have in the meantime. |
I mean you could just make it a mod suit. If none of us can agree on what we are doing with mod suits i see no reason to let them rot honestly. Im with what apogee said on this that hardsuits shouldn't really have abilities. |
Alright. If that's go ahead to make modsuits accessible, I'll go that route and make it a modsuit ability |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About The Pull Request
Adds an armor assist mode to Syndicate hardsuits and their offshoots. Armor assist will temporally remove the slowdown from the hardsuit and allow you to move at fullspeed, similar to how combat mode used to work.
Armor assist currently lasts 10 seconds, and has a cooldown of 40 seconds, and I'm open to adjust values if needed.
Ramzi Hardsuits have a windup time before activating armor assist to reflect their damaged nature.
Syndicate hardsuits have had their base slowdown increased to 0.7.
Syndi Hardsuit descs have been updated to reflect changing modes doesn't actually change the speed anymore, and combat mode has been renamed to travel mode.
Syndicate Hardsuit helmet lights can be activated separately on their own instead of being tied to EVA mode.
Why It's Good For The Game
This gives Syndicate hardsuits an interesting ability beyond being just an armored suit, and I feel it's a thematic way to reflect the in-lore rapid blitz strategies of the Marauders with short term bursts of speed for tactical maneuvers.
The helmet light change is a QOL change and offers more control in when you want your suit light on.
Changelog
🆑
add: Syndicate Hardsuit armor assist
add: Syndicate Hardsuit helmet lights can be activated independently
balance: Syndicate hardsuit slowdown increased to 0.7
/:cl: