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Cyborg Rebalance #34186

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Cyborg Rebalance #34186

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Nox38
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@Nox38 Nox38 commented Jan 2, 2025

About the PR

Changes the content of each module and the modules gained on roundstart for balance.

Why / Balance

Stations only feature 2-4 cyborg spawn points at round start, and they are otherwise expensive to make and very specialized, so it is fair to assume that they should reliably do their jobs better than an organic. Some cyborgs had overpowered modules and some had underpowered modules, this aims to make them all fun to use and fair.

Technical details

Changed the default starting modules and the content of each module.

Media

image
Not pictured:

  • Fire extinguisher module now also contains GPS and mass scanner
  • GPS module no longer exists
  • Service borg has botany modules roundstart (still cant plant seeds but can do nearly everything else)
  • Music module now has a super synth

Requirements

Breaking changes

Changelog
🆑 Nox38, ArtisticRoomba

  • Tweak: Rebalanced cyborg modules and made more of them starting equipment.
  • Add: Added new advanced mining and advanced chemical modules.

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01/02/25 22:58

@github-actions github-actions bot added S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. Changes: Map Changes: Might require knowledge of mapping. size/XL Denotes a PR that changes 5000+ lines. S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Jan 2, 2025
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github-actions bot commented Jan 2, 2025

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@Djungelskog2
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I feel like a complete overhaul/rebalance like this would only be appropriate when we get an alternative or better version of round removal recovery (like cloning).

@SlimmSlamm
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I feel like a complete overhaul/rebalance like this would only be appropriate when we get an alternative or better version of round removal recovery (like cloning).

Yeah let's just keep every Cyborg in a dogshit state for the next months or maybe even years for literally no reason. This is a good rebalance and its absolutely needed for every Cyborg chassis except Engineer. Engineer only needs a holofan at this point.

As for the PR itself I don't think removing the RCD from round start is necessary. It isn't as broken as people think because of how slow it recharges.

@Djungelskog2
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I feel like a complete overhaul/rebalance like this would only be appropriate when we get an alternative or better version of round removal recovery (like cloning).

Yeah let's just keep every Cyborg in a dogshit state for the next months or maybe even years for literally no reason. This is a good rebalance and its absolutely needed for every Cyborg chassis except Engineer. Engineer only needs a holofan at this point.

As for the PR itself I don't think removing the RCD from round start is necessary. It isn't as broken as people think because of how slow it recharges.

I was pointing to how borging shouldn't be super glamorized or incentivised, and how expensive they would be to produce. Borging is only as common as it is currently because we lack any other ways to bring people back into the round and ideally it would be reserved as a last resort, where people volunteer for its very niche benefits or as punishment

I think giving every Borg the tools module is a good addition though, shouldn't have been removed in the first place

@Djungelskog2
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I don't mind most of the actual module changes outside of the custodial module, but it's the price changes mainly that I think will be a massive pain. And some of these buffs may need to be reeled back in the future when other RR recovery methods become available (not telling you not to, just an observation). Also give service Borg some love!!!!

@Chubbicous
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Chubbicous commented Jan 3, 2025

I'm not exactly against it since the other changes are good regardless for borgs, but why remove the RCD module? I really don't think it's OP like everyone makes it out to be. You already have to wait a while for it to recharge compared to engineers just buying more matter packs from cargo whenever they want. In SS13 iirc the recharge is based around the cyborg's battery. If you want to nerf it, you could maybe do that instead. Or just make it require matter compressors. Either way it shouldn't be worse than a normal engineer imo.

Great changes otherwise though. Always seemed kind of silly that mediborgs didn't have a defib module, I'm guessing it was an oversight.

I feel like a complete overhaul/rebalance like this would only be appropriate when we get an alternative or better version of round removal recovery (like cloning).

I mean people also enjoy playing borgs roundstart. It would be nice to at least get the bare necessities like a defib module for medborgs.

@ArtisticRoomba
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ArtisticRoomba commented Jan 3, 2025

Construction module: Added plasteel and reinforced glass!

Duplicate intent of #33748

Advanced Tools module: Removed remote signaler.

Any reason why? After reviewing I see why.

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Some concerns I had with the distribution of some items, plus some minor YAML things.

Resources/Maps/meta.yml Outdated Show resolved Hide resolved
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This PR contains new or changed maps:

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Maps are being rendered. This comment will be updated if rendering them is done.
01/03/25 21:13

@ss14-map-server
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This PR contains new or changed maps:

  • meta.yml

Maps are being rendered. This comment will be updated if rendering them is done.
01/03/25 21:14

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This PR contains new or changed maps:

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01/03/25 21:16

@Nox38
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Nox38 commented Jan 3, 2025

@Djungelskog2 what do you dislike about the custodial module? my aim was to reduce X key spam by spreading the tools throughout two modules instead of jamming all but one of them into the cleaning module.

how did this sneak in
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01/03/25 21:38

no more superbag.
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01/03/25 21:39

@Nox38
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Nox38 commented Jan 13, 2025

All suggestions implemented.

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Some unaddressed YAML stuff plus nitpicks, otherwise looks all good.

@Emisse Emisse removed the Changes: Map Changes: Might require knowledge of mapping. label Jan 19, 2025
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Here's a small initial review since you asked so nicely.
Personally I'm very unsure about capacity for several chem containers etc you made, but I'll probably need someone else to also provide their feedback on it.

@Nox38 Nox38 requested a review from DrSmugleaf as a code owner February 5, 2025 21:28
@github-actions github-actions bot added the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Feb 7, 2025
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github-actions bot commented Feb 7, 2025

This pull request has conflicts, please resolve those before we can evaluate the pull request.

@github-actions github-actions bot removed the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Feb 10, 2025
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Changes: No C# Changes: Requires no C# knowledge to review or fix this item. Changes: Sprites Changes: Might require knowledge of spriting or visual design. D2: Medium Difficulty: A good amount of codebase knowledge required. P2: Raised Priority: Item has a raised priority, indicating it might get increased maintainer attention. S: Needs Review Status: Requires additional reviews before being fully accepted size/M Denotes a PR that changes 100-999 lines. T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it T: New Feature Type: New feature or content, or extending existing content
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