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ERT walance, sprite, and misc fixes.#18490

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Vany3045 wants to merge 5 commits intotgstation:masterfrom
Vany3045:ERT_fixes
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ERT walance, sprite, and misc fixes.#18490
Vany3045 wants to merge 5 commits intotgstation:masterfrom
Vany3045:ERT_fixes

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@Vany3045
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About The Pull Request

Changelog.
Other from that, also changed descriptions of some items.
And removed my leftover code of unused caliber, attachment, and the copy code of satchel storage module for freelancer armor, since it was actually already there.

Sprites

Deathsquadies
image

More closer look
image

No more invisible KS-23 and vertical shotguns for you, ICC
image

Why It's Good For The Game

RA-VAL was quite overpowered with it's AP. Now it's aimed to fight more at close ranges and against meaty targets, noticeably reducing it's efficiency at longer ranges against more armored threats.
SG-60 is kept being absolute bonkers, but reduced ammo capacity by 50, which is 350 lower of total ammo in PMC gunner loadout, should make it end shooting faster, and make smorts not to constantly W+M1 as before.
PMC sniper now has proper max range of 40, instead of short range of 14 tiles (21 for HVAP) as on regular railgun ammunition, making him an actual threat at the distances.

Deathsquad content - is deathsquad content. SG-29 is garbage at fast killing, which deathsquad is supposed to do, so SG-60 with 1.4 damage multiplier and 300 capacity ammo boxes should do a work, and let you go full rock, instead of just using pulse rifle.

Changelog

🆑
add: Added SG-60 to deathsquad smartgunner, with 300 ammo boxes.
add: New heavier armor for deathsquad squad leader.
balance: SG-60 ammo capacity has been lowered from 250 to 200.
balance: PMC SMG received AP, fall-off and ROF nerfs. In exchange it got increased damage.
balance: Decreased sunder damage of 10x25 AP from 4.5 to 3.
balance: PMC sniper railgun now has a similar to other sniper rifles maximum range of 40 tiles.
balance: Most of the PMC weaponry shell speed modifiers have been nerfed from 2 (barrel charger speed) to 1 (extended barrel speed). Lower fall-off multiplier, however, is kept.
balance: Freelancer PR11 custom rifle received ROF nerf on regular auto mode, and extra delay on bursts.
balance: Reverted a few values for HPR (AKA PR412L1): 0.8 slowdown instead of 1.1, and removed 5% damage multiplier.
fix: Fixed VSD and ICC sprites, mostly inhand and back/suit slot ones.
fix: Fixed Freelancer standard outfit loadouts.
/:cl:

@github-actions github-actions bot added Balance Changes to functionality that modifies how effective certain methods are at powergaming. Fix Fixes an issue with the game. Feature New interesting mechanics with new interesting bugs and removed Balance Changes to functionality that modifies how effective certain methods are at powergaming. Fix Fixes an issue with the game. Feature New interesting mechanics with new interesting bugs labels Nov 29, 2025
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@TiviPlus TiviPlus left a comment

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Did not review the description flufftext, but you are doing a lot in one PR and also mixing HvX and ERT balance, so this PR is not making itself any favours. If I would you I would split up the changes and justify them individually more

name = "\improper MK90 Mod 4 combat pistol"
desc = "Standard issue pistol for Nanotrasen Contractors, based on MK88. Has inbuilt barrel charger. Lost it's inbuilt burst fire mode, but in exchange got much heavier punch. Fires 9mm armor piercing rounds."
/obj/item/weapon/gun/pistol/vp90
name = "\improper RA-P-90 combat pistol"
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dunno why youre naming this vp90 when youre naming it rap90

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dont see the point of the rename in general tbh

Comment on lines +634 to +635
/obj/item/weapon/gun/pistol/vp100_gyrojet
name = "\improper RA-JAR-100 'Suppresor' gyrojet pistol"
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ditto?

default_ammo = /datum/ammo/bullet/smartmachinegun
w_class = WEIGHT_CLASS_NORMAL
max_rounds = 250
max_rounds = 200
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this affects base sg60 and not just the ert one=

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@Vany3045 Vany3045 Dec 3, 2025

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SG60 IS ERT gun, what are you talking about?
It should all be good, unless you're speaking of missing max_shells in gun itself for codex

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@Lumipharon Lumipharon left a comment

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I would strongly prefer you don't make giga pr's like this in the future. All these ert changes are entirely unrelated and it makes it both harder for maintainers to review, and harder for you to actually get it merged.

Comment on lines -278 to -281
/datum/storage/internal/satchel
storage_slots = null
max_storage_space = 15
max_w_class = WEIGHT_CLASS_NORMAL
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?????

Comment on lines +386 to +391
/obj/item/clothing/head/helmet/marine/veteran/pmc/commando/heavy
name = "\improper PMC MX-H Cathaphract commando helmet"
desc = "A fully enclosed, armored helmet with hardened cameras, made for Nanotrasen elite commandos."
icon = 'icons/mob/clothing/headwear/ert_headwear.dmi'
icon_state = "commando_helmet_heavy"
hard_armor = list(MELEE = 20, BULLET = 10, LASER = 15, ENERGY = 15, BOMB = 25, BIO = 50, FIRE = 50, ACID = 50)
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Why do they need armour even better than immunity to almost every source of damage in the game?

desc = "Designed for mounting on the MAGNUM mercenaries modular armor. Impedes movement somewhat, but holds about as much as a satchel could."
icon_state = "mod_is_bag"
storage_type = /datum/storage/internal/satchel
storage_type = /datum/storage/internal/integrated
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??

Comment on lines +346 to +350
/obj/item/clothing/suit/storage/marine/veteran/pmc/commando/heavy
name = "\improper PMC MX-H Cathaphract pattern commando exo-armor"
desc = "A heavily armored exosuit built by Nanotrasen armory for elite operations. It is a fully self-contained system and is heavily corrosion resistant. Original model of Cathaphract exo-armor, developed in Nanotrasen R&D as the answer to the requirement of heavily armored equipment in the TrasenGuard. It has successfully passed all technical tests, but was lately labeled as 'overpriced', and the production of downgraded model, we all know, has started. However, despise this state, a regiment value amount of exo-armor has been produced for Nanotrasen elite commandos personal use, and for this day is issued only for the best of the best."
icon_state = "commando_armor_heavy"
hard_armor = list(MELEE = 20, BULLET = 10, LASER = 15, ENERGY = 15, BOMB = 25, BIO = 50, FIRE = 50, ACID = 50)
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why

Comment on lines +3198 to +3258
/obj/item/weapon/gun/rifle/pmc_smartrifle
name = "\improper SG-25 smart rifle"
desc = "The SG-25 is a Nanotrasen's experimental model of smart gun system, mounted on the rifle frame of TGMC standard issue AR-12. Comes with inbuilt modified barrel charger, greatly increasing firepower of the weapon. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition."
icon = 'icons/obj/items/guns/rifles64.dmi'
icon_state = "sg25"
worn_icon_state = "sg25"
worn_icon_list = list(
slot_l_hand_str = 'icons/mob/inhands/guns/rifles_left_1.dmi',
slot_r_hand_str = 'icons/mob/inhands/guns/rifles_right_1.dmi',
)
caliber = CALIBER_10x26_CASELESS //codex
max_shells = 100 //codex
force = 25
aim_slowdown = 0.5
wield_delay = 0.75 SECONDS
fire_sound = SFX_GUN_SMARTGUN
dry_fire_sound = 'sound/weapons/guns/fire/m41a_empty.ogg'
unload_sound = 'sound/weapons/guns/interact/T42_unload.ogg'
reload_sound = 'sound/weapons/guns/interact/T42_reload.ogg'
default_ammo_type = /obj/item/ammo_magazine/rifle/standard_smartrifle
allowed_ammo_types = list(/obj/item/ammo_magazine/rifle/standard_smartrifle)
attachable_allowed = list(
/obj/item/attachable/reddot,
/obj/item/attachable/verticalgrip,
/obj/item/attachable/lasersight,
/obj/item/attachable/gyro,
/obj/item/attachable/flashlight,
/obj/item/attachable/flashlight/under,
/obj/item/attachable/magnetic_harness,
/obj/item/attachable/bayonet/converted,
/obj/item/attachable/bayonet,
/obj/item/attachable/bayonet/som,
/obj/item/attachable/scope,
/obj/item/attachable/scope/mini,
/obj/item/attachable/scope/marine,
/obj/item/attachable/angledgrip,
/obj/item/weapon/gun/pistol/plasma_pistol,
/obj/item/weapon/gun/shotgun/combat/masterkey,
/obj/item/weapon/gun/flamer/mini_flamer,
/obj/item/weapon/gun/grenade_launcher/underslung,
/obj/item/attachable/motiondetector,
/obj/item/weapon/gun/rifle/pepperball/pepperball_mini,
/obj/item/weapon/gun/flamer/hydro_cannon,
)

gun_features_flags = GUN_AMMO_COUNTER|GUN_WIELDED_FIRING_ONLY|GUN_IFF|GUN_SMOKE_PARTICLES
gun_firemode_list = list(GUN_FIREMODE_AUTOMATIC)
gun_skill_category = SKILL_SMARTGUN //Uses SG skill for the penalties.
attachable_offset = list("muzzle_x" = 52, "muzzle_y" = 17,"rail_x" = 30, "rail_y" = 26, "under_x" = 33, "under_y" = 13, "stock_x" = 12, "stock_y" = 13)
fire_delay = 0.2 SECONDS
burst_amount = 0
accuracy_mult = 1.1
scatter = -2
accuracy_mult_unwielded = 0.5
scatter_unwielded = 15
damage_mult = 1.25
damage_falloff_mult = 0.3
shell_speed_mod = 1

/obj/item/weapon/gun/rifle/pmc_smartrifle/leader
starting_attachment_types = list(/obj/item/attachable/magnetic_harness, /obj/item/attachable/bayonet/converted, /obj/item/attachable/verticalgrip)
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why are you just creating churn randomly moving blocks of code?


gun_features_flags = GUN_CAN_POINTBLANK|GUN_AMMO_COUNTER|GUN_SMOKE_PARTICLES
gun_firemode_list = list(GUN_FIREMODE_AUTOMATIC, GUN_FIREMODE_BURSTFIRE, GUN_FIREMODE_AUTOBURST)
gun_firemode_list = list(GUN_FIREMODE_AUTOMATIC, GUN_FIREMODE_BURSTFIRE)
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?

@Vany3045
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Okay, time to split the PR

@Vany3045 Vany3045 closed this Dec 13, 2025
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3 participants