-
Notifications
You must be signed in to change notification settings - Fork 3.7k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Nukie med bundle now costs 24 tc and contains a unique defibrillator #32720
Nukie med bundle now costs 24 tc and contains a unique defibrillator #32720
Conversation
RSI Diff Bot; head commit 81c3e71 merging into ac16a05 Resources/Textures/Objects/Specific/Medical/defibsmall.rsi
|
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. |
I agree, I just didn't really get around to that.
That takes time, especially the pyrazine. You also can't make sutures, mesh, or omnizine which are provided in the bundle as well.
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.
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.
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. |
Stunprods only deal shock damage when turned off, so its probably not the best example here...
Acid is redundant and possibly even harmful if patient is out of metabolism slots for treatment, |
People metabolize two chems, so it's fine
Pretty sure that's a bug.
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. |
Yub |
Bug is Lac not treating bleeding too. |
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.
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. |
I am mainly worried about blitzops but that would easily be stopped with a 5-10 timer on the bundle |
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 |
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. |
…pace-wizards#32720) * a-few-injectors * comment * defib-ops-when
…pace-wizards#32720) * a-few-injectors * comment * defib-ops-when
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...
In total for chemicals in autoinjectors...
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.
Media
2024-10-09.12-03-40.mp4
Requirements
Changelog