Ikarrus wrote:Security was perfectly fine to play as back when armor was RNG and antagonists were far more overpowered than they are now.
You know, I thought when Skorvold changed the armor from two dice rolls to a fixed straight up damage reduction whilst still using the same armor values that that meant the effectiveness of armor ended up getting increased by a large margin.
So today I decided to dig up the old armor code and make a calculation item that runs that armor_check code 1,000 times to get some 'real world' data (and because I suck at maths), so I could see what the proper percent values.
Code: Select all
/obj/item/device/flash/rng
name = "RNG test for old armor"
var/arnumber = 0
/obj/item/device/flash/rng/attack_self()
var/total = 0
var/aver = 0
var/blocked = 0
var/partblo = 0
var/pene = 0
var/tdam = 0
var/pdam = 0
arnumber = input("Insert old armor value to calc","Armor Val",arnumber)
world << "Calculating average for [arnumber]"
var/i
for(i=0, i<1000, i++)
var/absorb = 0
if(prob(arnumber))
absorb += 1
if(prob(arnumber))
absorb += 1
if(absorb >= 2)
blocked += 1
world << "[i]. Blocked ([blocked])"
continue
else if(absorb == 1)
partblo += 1
world << "[i]. Absorbed ([partblo])"
continue
else
pene += 1
world << "[i]. Penetrated ([pene])"
if(!i)
world << "Whoops! Something broke!"
return 0
else
total += blocked
total += partblo/2
aver = (total / i) * 100
tdam = (pene*10)+(partblo*5)+(blocked*0)
pdam = i*10
world << "----------------------"
world << "Iterations: [i]"
world << "Blocked: [blocked] - damage [blocked*0]"
world << "Absorbed: [partblo] - damage [partblo*5]"
world << "Penetrated: [pene] - damage [pene*10]"
world << "Total: [total] - damage [tdam] out of potential [pdam] ([(pdam-tdam)/100]%)"
world << "Average for Armor val [arnumber]: [aver]%"
The results were surprising.
Turns out... armor values are basically exactly the same as they used to be, the only difference is that damage reduction is persistent so you don't occasionally get fucked over by the RNG letting all the attacks through.
Iterations: 1000
Blocked: 410 - damage 0
Absorbed: 488 - damage 2440
Penetrated: 102 - damage 1020
Total: 654 - damage 3460 out of potential 10000 (65.4%)
Average for Armor val 65: 65.4%
Iterations: 1000
Blocked: 651 - damage 0
Absorbed: 321 - damage 1605
Penetrated: 28 - damage 280
Total: 811.5 - damage 1885 out of potential 10000 (81.15%)
Average for Armor val 80: 81.15%
So any perceived OPness of security (I have no idea where this has come from) has absolutely fuck all to do with armor, because armor in the long run is doing the exact same thing that its done for four years.
Nerfing security is treating the symptoms not the disease.
The problem is that antags have been made weaker, a lot weaker.
You know what used to make me shit my pants as sec? Oldling - new ling is completely pathetic, the only sting they can do against me is cryosting, which is even worse than 'death' sting was.
Revs lost uplinks.
Traitors lost parapens and e-bows (working ebows anyway)
Nuke Ops lost a lot of their round start gear and instead got a load more TCs, which the Ops keep pissing away with Vonderveapons like mechs and borgs - powerful things but if someone's smart enough to grab the counters to those things your investment is suddenly up in smoke and the five of you ill equipped mooks now need to assault the station.
Nerfing armor isn't the solution to making lethals less shit compared to stuns because lethals are always going to be shit because lethals are shit at killing people.
Stop pussy footing around the issue and make stuff that kills people actually good at killing people.
And traitors always had a good weapon against sec, which was the revolver. If people weren't buying it is was because there were other issues with the revolver, like how much the ammo cost.