[MIRROR] Riot armor and helmets (and similar gear) protect against more melee-based attacks (like RNG punches), bottles aren't near guaranteed knockdowns #2132
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Mirrored on Nova: NovaSector/NovaSector#1133
Original PR: tgstation/tgstation#81365
About The Pull Request
Riot Armor and Helmets (including SWAT armor and plate armor; partially includes Syndicate modsuits and other suits with a module)
TRAIT_SHOVE_KNOCKDOWN_BLOCKED is now called TRAIT_BRAWLING_KNOCKDOWN_BLOCKED. This is possessed by riot suits, SWAT suits and now plate armor. Not the chaplain variety, because fuck them I guess. (this was apparently deliberate so don't complain to me, okay?)
Anyone with this trait is now unable to be knocked down by;
A new trait called TRAIT_HEAD_INJURY_BLOCKED, which protects from various head injury related effects. This is possessed by riot helmets, SWAT helmets, plate helmets, hardhats and applied to MODsuits with armor boosters activated/the infiltrator suit while active.
The trait is also granted to anyone wearing a modsuit with the Head Protection module installed. This can be printed from round start, and comes pre-installed into all the engineering modsuits, security moduits, research modsuit and magnate modsuit. (I had to bump up the security modsuit complexity a bit to put it in iunno if we have a policy about that)
Anyone with this trait is protected against:
Bottle Smash
The bottle smash's chance of a knockdown is based on the force and knockdown duration of the bottle, altered by relevant head melee armor. It's no longer basically guaranteed due to weird math that would determine whether or not you were knocked down only if your armor exceeded certain values or not.
Misc Changes
Any instance that would check either for riot armor or riot helmets instead checks for the new traits.
Why It's Good For The Game
People weren't particularly happy with the possibility of getting ownzoned by a naked assistant or random toolbox-wielding tider while in dedicated melee protection armor as a result of pure RNG jank. There was a whole thread here about it with regards to unarmed combat.
If you're in riot gear, you should feel like you can confidently combat improvised/blunt weapons at a cost of general protection from the more serious dangers to your wellbeing (AKA lead poisoning or heatstroke. Get it....it's bullets and lasers...)
For some reason, bottle smash knockdowns, despite using the values just...conveniently don't get blocked by armor except for extreme values? If at all? I felt like this was really weird for something with such a hefty and fairly powerful knockdown effect, particularly one you can lob at someones head at range. I remember, way back when I first started playing, that this was a feature that used to stun, and one I used a lot to get cheap kills. The amount of bullshit stuns I got on people with it still haunt me to this day. It hasn't improved in the current era, despite being a knockdown, simply because any knockdown still takes several seconds to exit. An arbitrarily low knockdown is still a several second one. It's time to bring this in line with similar equipment.
Rather than using flat values that are clearly meant to be only applicable to riot armor the decade ago that the code was written, let's use traits instead. That's way better than relying on magic numbers that may become irrelevant when the code around it changes, which anyone touching that code may not even be aware existed.
Since we're using a trait, we can actually allow modsuits to occasionally fill defensive niches that aren't strictly armor values. Handy.
Changelog
🆑 necromanceranne
balance: Nanotrasen, in direct response to the increasing danger posed by wannabe martial artists and rioters in the fringes of the Spinward Sector, have upgraded the impact dampeners found in their riot armor. Staff have also started to rediscover the value of medieval armor; it isn't particularly easy to topple a knight in a suit of plate with just your fists.
balance: Melee-focused armor is now more able to protect you from various RNG-based knockdowns, such as critical hits from punches (as well as the ones applied through the staggered status), shoves, critical hits with a blunt weapon to the chest, and body throws.
balance: Melee-focused helmets also protect you from head injuries, such as bottle smashes, accidentally hitting something dense during a tackle, and critical hits from a blunt weapon to the head.
balance: Bottlesmash knockdowns are less reliable in general.
add: A new module, the Safety-First Head Protection module, protects you from head trauma! Available in most modsuits expected to take hits to the head often. And from roundstart exofabricators.
/:cl: