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Nukie med bundle now costs 24 tc and contains a unique defibrillator #32720

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Blackern5000
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About the PR

The nukie medical bundle now costs 24 tc but has received a huge buff to its contents.
For 24 tc you get...

image

  • x1 Interdyne Defib
  • x4 combat kit
    • x40 suture
    • x40 mesh
    • x4 brute injector
      • 15u bicaridine
      • 5u tran acid
    • x4 burn injector
      • 10u dermaline
      • 10u leporazine
    • x4 ephedrine syringe
    • x4 saline syringe
  • x4 tourniquet
  • x4 punct injector
    • 10u puncturase
    • 5u tran acid
  • x4 pyra injector
    • 10u pyrazine
    • 10u dermaline
  • x4 airloss injector
    • 20u saline
    • 20u dex+
  • x4 combat medipen
    • 25u omnizine
    • 5u tran acid

In total for chemicals in autoinjectors...

  • 60u bicaridine
  • 80u dermaline
  • 40u leporazine
  • 40u puncturase
  • 40u pyrazine
  • 80u saline
  • 80u dex+
  • 100u omnizine
  • 60u tran acid

The interdyne defibrillator is a black and red one-handed defibrillator that comes with a medium power cell. It deals 8 blunt damage a hit, but when turned on does an additional 16 shock damage, for a total of 24 DPS. not equal to an esword or northstars, but still pretty good in a pinch.
The downside is that it takes 6 seconds to shock someone instead of 3, meaning you can be much more easily interrupted if you try to revive an ally in an unsafe environment.
The shock damage is not blocked by insulated gloves... Or any armor. It's effectively an AP melee weapon since shock resistance doesn't really exist. I'm willing to change it to just deal heat damage instead if this is too big of an issue.

Why / Balance

The medical bundle has been more or less worthless for awhile now, and ever since a defib was added to the nukie planet it's actually MORE expensive to buy the medical bundle than it is to buy the contents. I feel like it has potential though, so here we are.
Carrying a full sized defib with you as a nukie agent is generally not worthwhile, it takes up a large chunk of your bag, you need to drop everything to use it (making you vulnerable to surprise attacks with no way to quickly respond), and requires your allies to NOT use acidifiers, risking their equipment falling into enemy hands.
The interdyne defib solves two of these issues, being half the size, taking up one hand, and being a rather effective melee weapon to use in a pinch.

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2024-10-09.12-03-40.mp4

Requirements

Changelog

@github-actions github-actions bot added 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. labels Oct 9, 2024
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github-actions bot commented Oct 9, 2024

RSI Diff Bot; head commit 81c3e71 merging into ac16a05
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Objects/Specific/Medical/defibsmall.rsi

State Old New Status
icon Added
inhand-left Added
inhand-right Added
ready Added
screen Added

Resources/Textures/Objects/Specific/Medical/defibsyndi.rsi

State Old New Status
icon Added
inhand-left Added
inhand-right Added
ready Added
screen Added

Resources/Textures/Objects/Specific/Medical/medipen.rsi

State Old New Status
dexpen Added
dexpen_empty Added
punctpen Added
punctpen_empty Added
pyrapen Added
pyrapen_empty Added

@TurboTrackerss14
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it should 100% take charge when activated and used as a weapon (use stunprod code ™️ ) because from what I can see its attacks fairly fast and having no chance to resist it is lame.

Additionally I must say that this entire purchase feels like a noobtrap as any reasonably competent nukie agent should be able to produce these chems. Granted them being autoinjectors helps, but reasonably they would be given out to your squad instead of hoarding yourself and actively working as a medic.

Them being autoinjectors that would be handed out also does the same issue of "agent being less of a medic" moment as literally everyone on a 4-5 man nukie team would have 1 injector for near every damagetype, allowing agent to return to the loneop-abandonyourteam-dieinmaint-solothegame problem point it was before that issue got tombstoned.

@Blackern5000
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Blackern5000 commented Oct 9, 2024

it should 100% take charge when activated and used as a weapon (use stunprod code ™️ ) because from what I can see its attacks fairly fast and having no chance to resist it is lame.

I agree, I just didn't really get around to that.
Stunprods and stunbatons have their power usage tied to a specific component that only works with built-in batteries, not changeable ones. The stunprod cannot have the battery swapped out. It's really annoying for this.
I thought about making it just use double charge when left on, but that feels lazy.

Additionally I must say that this entire purchase feels like a noobtrap as any reasonably competent nukie agent should be able to produce these chems.

That takes time, especially the pyrazine. You also can't make sutures, mesh, or omnizine which are provided in the bundle as well.
The defib is the central point of it too, the injectors and kits are secondary.

Granted them being autoinjectors helps, but reasonably they would be given out to your squad instead of hoarding yourself and actively working as a medic.

The agent will still have the majority of meds. The injectors would be used by the rest of the team in the case that they need healing NOW and don't have time for the medic to prick them. It's only one use per team member so it'll be fine.

Them being autoinjectors that would be handed out also does the same issue of "agent being less of a medic" moment as literally everyone on a 4-5 man nukie team would have 1 injector for near every damagetype, allowing agent to return to the loneop-abandonyourteam-dieinmaint-solothegame problem point it was before that issue got tombstoned.

The injectors aren't NEARLY enough for all the other nukies to just go on without the agent, and who else is going to carry the defib? Nukies separating will always be on them, and even if this does allow some small individual sustainability, I don't see it being enough for important roles to split up any more than they already do.
If you carried one of each injector with you, you would have...

  • Brute pen

    • 60 brute healing
    • Stop bleeding
  • Burn pen

    • 30 heat healing
    • 30 shock healing
    • 110 cold healing
  • Punct pen

    • 80 pierce healing
    • Stop bleeding
  • Pyra pen

    • 130 heat healing (slow)
    • 30 shock healing
    • 30 cold healing
  • Airloss pen

    • A full blood restoration
    • 260 airloss healing
  • Combat pen

    • 100 burn healing
    • 100 brute healing
    • 100 airloss healing
    • 100 toxin healing
    • Stop bleeding

This might be enough to sustain you on a side mission (such as splitting off to kill the singularity, or blow up the cargo shuttle while the main team goes for the disk) or allow you to survive a final push by the crew to disarm the nuke after the agent dies, but it absolutely won't be enough for the entire team to get far without the agent outside of blitz ops or something similar.

@thebadman4662
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thebadman4662 commented Oct 9, 2024

it should 100% take charge when activated and used as a weapon (use stunprod code ™️ ) because from what I can see its attacks fairly fast and having no chance to resist it is lame.

Stunprods only deal shock damage when turned off, so its probably not the best example here...

  Punct pen

80 pierce healing
Stop bleeding

Acid is redundant and possibly even harmful if patient is out of metabolism slots for treatment,
Pun already stops bleeding. Some saline if anything would be better in the injector, if I recall right nukie(or anyone going into combat really) syringe version of this right now is 10.5+4.5 mix of Pun/Sal as it can effectively get someone off crit door to perfect health or uncrit anyone gunned down for only 1 grid.

@Blackern5000
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Acid is redundant and possibly even harmful if patient is out of metabolism slots for treatment,

People metabolize two chems, so it's fine

Pun already stops bleeding.

Pretty sure that's a bug.

Some saline if anything would be better in the injector, if I recall right nukie(or anyone going into combat really) syringe version of this right now is 10.5+4.5 mix of Pun/Sal as it can effectively get someone off crit door to perfect health or uncrit anyone gunned down for only 1 grid.

that's what the airloss injectors or saline syringes in the combat kits are for. You can also use blood packs from the kits on the planet.

@Cojoke-dot
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Pun already stops bleeding.

Pretty sure that's a bug.

Yub
#31137

@thebadman4662
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Bug is Lac not treating bleeding too. :trollface:

@SlamBamActionman
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Additionally I must say that this entire purchase feels like a noobtrap as any reasonably competent nukie agent should be able to produce these chems. Granted them being autoinjectors helps, but reasonably they would be given out to your squad instead of hoarding yourself and actively working as a medic.

I agree, but I don't think that's necessarily an issue. Making your own healing will always be more TC-efficient for Nukies, not to mention all the free healing kits around on the planet. The benefit of this kit is that you can spread the healing capabilities out across multiple Nukies and you can get access to it immediately; BlitzOps comes to mind.

Them being autoinjectors that would be handed out also does the same issue of "agent being less of a medic" moment as literally everyone on a 4-5 man nukie team would have 1 injector for near every damagetype, allowing agent to return to the loneop-abandonyourteam-dieinmaint-solothegame problem point it was before that issue got tombstoned.

Only up to a point, since it's one injector and then it's gone. That being said, I think freeing up the agent is partially the point of the kit; as noted it's not a great use of TC when considering just the medicine, but it does provide the benefit of making the Nukies able to survive more independently. The 24 TC is a steep price to pay for that tactic so I don't think we'll see it being used too often.

To summarize, you either buy this kit if you wanna BlitzOps, you're a LoneOp or if you strategically wanna reduce the pressure on the Agent.

@K-Dynamic
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I am mainly worried about blitzops but that would easily be stopped with a 5-10 timer on the bundle

@thebadman4662
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Worried about nukies not going for some kind of ssd ops? Nukies being fast is great the way I see it. Even war ops are getting are taking nukies one hour or more to even get to station, anything that makes them get a move on faster and more often is good.

@K-Dynamic
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K-Dynamic commented Oct 11, 2024

Worried about nukies not going for some kind of ssd ops? Nukies being fast is great the way I see it. Even war ops are getting are taking nukies one hour or more to even get to station, anything that makes them get a move on faster and more often is good.

I never said I wanted them to delay for an hour, I'm saying to give the crew a small amount of time to at least set up power and get equipped for their shift - arguably blitzops exploits that moment of weakness

@KingBandit
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KingBandit commented Oct 22, 2024

I feel like in terms of the TC saved it's a little absurd which is where I see this getting trapped up, where the main medical bundle is definitely a good deal, this modification gives you at least 36 TC worth of items not including the defib or additional pens for only 24 TC, realistically unchanged I would argue this bundle should not/will not get accepted unless its closer to 35 or even 40 TC.

More realistically, it would be smart to remove around two of every item, save for maybe the tourniquets? This would reduce its circumstance as a Get-out-of-medic-free-card for the Agent which I've seen some other people point out, it still has some very absurd healing potential and can more than support a nukie time in terms of first aid for the duration of a nukeop. I feel like especially the new medipens while very cool are very overpowered as well and could use another look at. Pens that invalidate entire magazines of some guns seem woefully underbalanced, at the least to add en masse to a relatively cheap buy considering the 200/400 total TC of a nukie team. Even on stealth ops, if nukies smartly pool together (which I often see for even inexpensive buys) this would only be 5 TC from each nukie.

I feel like a middle ground of raising the price and removing some of the repeated items would make this a lot more likely to get added in terms of balancing and still keep it as a new common buy for the nuclear team.

@SlamBamActionman SlamBamActionman merged commit 4b46768 into space-wizards:master Oct 30, 2024
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iaada pushed a commit to iaada/space-station-14 that referenced this pull request Nov 9, 2024
@Blackern5000 Blackern5000 deleted the stop-acidifying-please branch January 3, 2025 00:01
Doctor-Cpu pushed a commit to Doctor-Cpu/space-station-14 that referenced this pull request Jan 24, 2025
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8 participants