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Nuclear War: Silo emits Pheromones #17275

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merged 4 commits into from
Mar 4, 2025
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Runian
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@Runian Runian commented Mar 3, 2025

About The Pull Request

In Nuclear War, all resin silos now emit level 4 pheromones of all types at a range of 30.

Why It's Good For The Game

When it is time to kill the resin silo as a marine, it is either because:

  1. The marines decided to silo rush at the start of the op and play the game as if it was Distress thus completely ignoring the point of Nuclear War.
  2. The marines want to further cripple the xenomorphs right after killing half of the hive. At that point, the op becomes an idle game (or just ends) because there is not enough xenomorphs to shoot which makes people wonder why it is a bore afterward.

Either way, the op is over at that point and there's no point in delaying.

Changelog

🆑
balance: In Nuclear War, resin silos emit all pheromones at a power of 4 and a range of 30.
/:cl:

@github-actions github-actions bot added the Balance Changes to functionality that modifies how effective certain methods are at powergaming. label Mar 3, 2025
@Lauwma
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Lauwma commented Mar 3, 2025

Just build a phero tower next to your silos :/

@Jackal-boop
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i would like to see some sort of improved xeno defenses in caves, as it stands it really does not feel like going into the heart of a hive, this is a good step torwards cooler cave dives i think

@Frfor17
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Frfor17 commented Mar 3, 2025

its copypast or not but on ru tgmc\unga marines we already have it, and its have good feedback from marines and xeno players, its just makes silo rush not just a walk to the store, but a real breakthrough in the heart of the hive

@TiviPlus TiviPlus merged commit abc330b into tgstation:master Mar 4, 2025
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github-actions bot added a commit that referenced this pull request Mar 4, 2025
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7 participants