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PMC and Survivor PMC changes (#7264)
# About the pull request This PR is about doing some changes to the PMCs and Survivor PMCs that can spawn on Solaris Ridge. Fixes: Missing paygrades, ranks and comms titles on PMC Synthvivor, survivor PMC Medic, survivor PMC Technician, Colony Supervisor and PMC Medic. Fixes survivor PMC Medics and Technicians having the wrong headset. The lack of those caused the PMC survivors have no squadhud icons to be able to tell who's the medic,technician and synthetic, same for on radio. PMC Medic gained a title on the radio too as they should have one like USCM medics do. Misc: Changes survivor PMCs faction to PMC (they are Weyland PMCs, their faction should be PMC, not survivor. Survivor should be in the faction group. That's how it is for the UPP survivors) and Colony Supervisor to WY (same reason) Balance: Changed PMC Synthvivor's skillset to be akin to the shipside synthetic. They are W-Y PMC synths, they should have superior skills from a colony synthetic, right now they are an inferior colony synth if we exclude all the gear as compared to the colony synth, they have less health and no front pounce block. To accomendate for that, the PMC Synthvivor's loadout has been nerfed around. They lose the armored balaclava (that had facehugger protection, amazing i've rarely ever seen pmc synthvivor give that away to someone else, especially to fellow pmc survs), they lose the compact nailgun and the ammo for it, their lifesaver belt has been nerfed to contain less gear from the original dutch belt and their smartpack starts at 0 charge. This way they start with overall less medical gear, they no longer have access to nailguns to be able to fix walls and cades and they can't give away their special balaclava to a human to prevent infections and most importantly they are unable to immedietely use their smartpack abilities, requiring them to find a powered APC first. This gives xenomorphs a better chance in various situations that would have involved with the now nerfed loadout. Another balance change is the standard PMC Synthetic getting a maintenance jack and also losing their armored balaclava (synths dont have an identity to protect nor require air filters and hugger protection) And one last balance change is buffing the dutch version of the lifesaver belt, instead of getting regular splints,brute and burn kits they get the upgraded versions from the techwebs era. Since only ERT PMCs and DDs use these, it should look like they are actually technologically improved belts other than having imi alky bottles. drip change: PMC Synth and the survivor version lose their PMC cap in exchange for a PMC Beret that's used by Team Leaders and Trauma Surgeons. PMC Synthvivor also gains sunglasses. # Explain why it's good for the game Bug fixes are good. Making the PMC Synthvivor have a less overpowered loadout and general consistency. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: Unknownity fix: Fixes missing paygrades,ranks and comms titles to PMC Survivors and PMC Medic. Fixes certain PMC Survivors having incorrect headsets. balance: PMC Synthvivor skillset has been buffed to be consistent with the regular PMC Synth. PMC Synthvivor's loadout has been nerfed. Dutch Lifesaver belt (used by PMCs and DDs) has been buffed with improved splints and kits. add: PMC Synthetics were granted a higher budget and they gained a Maintenance Jack in their loadout. /:cl: --------- Co-authored-by: Unknownity <a>
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