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Security loadouts rubber magazines #2659

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BlitzTheSquishy
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About the PR

Added two prototypes for the Pollock and SLP57 for rubber bullets as well as swapping loadouts over to being rubbers by default.

Why / Balance

This is partially due to how it was before, and as lyndo stated https://discord.com/channels/968983104247185448/1206353544186171482/1326692738523074640 here, it was primarily (from my understanding) due to the lack of the prototypes for non lethal versions, just to stay consistent. Another reason would be due to having one of these selected over a disabler in your loadout you cant always get more rubbers for it very easily due to the reliance on epistemics to research that first, so this would give security a little bit of a buffer before having to beg epistemics in some situations for non-lethals to be researched.

Detective is left unchanged because detective has that aesthetic as well as also before the PR having lethal loaded automatically, as well as their ammo count having always been really low due to the strength of their sidearm's cartridge.

Technical details

Media

Requirements

  • I have tested all added content and changes.
  • I have added media to this PR or it does not require an ingame showcase.

Breaking changes

Changelog

🆑

  • tweak: Security's autoloading sidearms are once again loaded with rubber bullets

…he loadouts to reflect how it was prior to sec sidearm loadouts (Revolvers unchanged)
@BlitzTheSquishy BlitzTheSquishy requested a review from a team as a code owner January 8, 2025 23:47
@github-actions github-actions bot added S: Needs Review size/S 16-63 lines Changes: YML Changes any yml files labels Jan 8, 2025
@BlitzTheSquishy
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I was tempted for organizations sake to put the SLP57 nonlethal under the SLP57 and the same for Pollock but opted against it

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@Radezolid Radezolid left a comment

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Conventions!

@deltanedas deltanedas requested a review from a team January 9, 2025 06:40
@Lyndomen
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forgor review, will fasttrack

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@Lyndomen Lyndomen left a comment

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requesting that seccos can then spawn with 2 lethal mags total. this only allows one mag

@deltanedas
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you can print lethal mags roundstart though i dont see the need for 2 lethal mags

@Lyndomen
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you can print lethal mags roundstart though i dont see the need for 2 lethal mags

spawning into nukies means you have 50% less ammo, and definitely no secfab

@BlitzTheSquishy
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you can print lethal mags roundstart though i dont see the need for 2 lethal mags

spawning into nukies means you have 50% less ammo, and definitely no secfab

Game shouldnt be balanced around nukies tbh

and theres no much a secoff can do to a nukie with 10 more lethal bullets

@BlitzTheSquishy
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you can print lethal mags roundstart though i dont see the need for 2 lethal mags

spawning into nukies means you have 50% less ammo, and definitely no secfab

Game shouldnt be balanced around nukies tbh

and theres no much a secoff can do to a nukie with 10 more lethal bullets

Also the fact that lethal force is not supposed to be used so frequently, following ROE you should generally be more likely to expend your rubbers earlier than your lethals

@Radezolid Radezolid enabled auto-merge (squash) January 16, 2025 12:48
@Radezolid Radezolid merged commit 181da2a into DeltaV-Station:master Jan 16, 2025
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4 participants