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NVO, M4/M11/M12 lore and balance update + new supersoul movielike visor - #12924

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Sporticusmge:lore-update-and-balance-tweaks
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NVO, M4/M11/M12 lore and balance update + new supersoul movielike visor#12924
Sporticusmge wants to merge 4 commits into
cmss13-devs:masterfrom
Sporticusmge:lore-update-and-balance-tweaks

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@Sporticusmge

@Sporticusmge Sporticusmge commented Aug 13, 2026

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About the pull request

(If you wanna discuss my PR and change something: discord name eclipse8127 cuz i dunno where post this and where discuss this)
Adding lore into night vision optic and explains why it's so bad, allows you to recharge your night vision with battery cells (it's extremely innefective). Raider night vision can be used with scopes/binoculars (balance reason and lore reason).
M4 armor M12 helmet M11 helmet rebalance, M4 bio armor decreased and rad armor decreased (why you need rad armor btw?), instead giving increased bullet and explo armor, M12 decreased melee and bio armor, buffs bullet and explo armor. M11 helmet built in new sight optic and buffed melee armor. M11C (CO helmet) built in new sight optic.
Adding new sight optic visor to role preps (rifleman, SL, FTL, SG, SPEC. for points).
Removes useless squad optic from all helmets (you can count sight optic as a rework, but squad optic code is still there).
Adding welding visor to engineering kit (maybe marine prefers visor instead of goggles, now he have a choice)
Adding welding visors to engineering vendors for free just like welding goggles, dunno why they were so restricted before.
Moves FTL night vision to OPTICS section as it should be.

Explain why it's good for the game

Night vision rework: Why recharge? - Player should have ability to recharge night vision, but it's really bad because you need 2 full high cap battery cells to recharge NVO (50% energy per high bat), or one super battery. Other batteries just useless and gives SECONDS. You can power tcomms easily with high/super cells, entire sectors. 1 high cap recharges 6min30sec in recharger and 2min30sec in heavy duty recharger, super recharges x2 longer in both, its much faster to recharge nvo in them. High are rare, super - much more rare and engineers buying them for points. So yeah, you can recharge it, but only if you REALLY need that. So if you recharge it - you will lost your 2 high cells for 13 minutes minimum, or 5 (who using heavy duty?)

Night vision raider: Why optic restictions removed? - Because it's DEATHSQUAD optic, or SUPER RARE VAISO optic (MARSOC adminspawn only, VAISO - super rare), they appear during endgame. You dont need CAS/OB/MORTAR laze during hijack on Almayer. Special forces NEEDS OPTIC.

M4 armor rebalance: It gives radiation armor and bio armor (both plus 5), why do you need rad armor? Bio armor does not make sense, did ARMAT really made an entire new armor system (M4 looks completely different) just for +5 bio and +5 rad and slighty better pouch? CLF threat are serious and UPP's too, both using firearms like MAR and Types, both penetrates trough M3 like a cardboard, USCM needs better bullet/explo protection, that why they made it. Also - FTL's with a radio are valuable targets for hostile forces and much easier to kill. IO's - IO's going solo, and can encounter a hostile survivors (CLF), IO's needs bullet/explo armor more then others, if IO gets critical injury from a bullets or explosion his survival chances are much lower, he is on your own, it makes logic.
M12 helmet rebalance: same as M4, melee/bio armor lowered, bullet/explo buffed, helmet. Helmet material is more expensive and new neck protection design are more effective then classic lobster (neck protection was designed to protect neck from shrapnel IRL and make more sence).
M11 helmet rebalance: reinforced plate - it can actually absorb some more brute damage because it mades helmet thicker. Also have integrated new visor.

M12 and B12 just better armor for a marine (if they find them), now they will choose because M12 offers more protection against FF while M11 more against bugs and comes with built in sight optic and M4 doing the same as M12.

New visor - gives more variation to loadout, marines are choosing med optic, always, now they will think what they need - med optic, or slighty buffed accuracy, or if they wanna buy both - they will loose almost all their points and cannot buy more valuable equipment. Also gives you SOUL MOVIELIKE visor effect from Aliens. Gives more larp and boost marines to use helmets more often because now it have a soul visor and good visor.

Adding lore email about M309 ammo and lore accurate explanation about FMJ's ammo (it's not outdated, military DOES NOT using OUTDATED ammunition because IT IS OUTDATED, plus Almayer was !!!RECENTLY RESTOCKED!!!, now it's antipersonell rounds, check the avp wiki or just read comic book Alien: Earth Hive. Also it resolves the - why ERT's coming with AP/FMJ ammo, not HEAP? - Because it's not outdated, it is antipersonell, another less lethal and civilized variant of ammunition. HEAP can penetrate anything below Class VII Spidersilk armor, if someone start a firefight inside of a ship - its gonna end VERY VERY BADLY (pipe explosions, hull breaches and... SUDDEN DEATH because you shot a hull window and sucked into space, or something like that.)

Adding lore email about night vision and his problems (explains why NVO is bad)

Adding lore email about MIA Intelligence Squad Leader (atmospheric email about his MIA status, also reference to predators, yes, they tracking Almayer since Tychoon Tackle, that why they're sometimes in the game).

Testing Photographs and Procedure

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Details
bandicam-2026-08-14-04-21-12-549_80jbBozI.mp4
bandicam-2026-08-14-04-43-15-458_l13O28VS.mp4
Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑
add: New movielike Visor Optic
balance: M4 (bio/rad armor -5, bullet/exlo armor +5), M12 (melee/bio armor -5, bullet/explo armor +5), M11 (melee armor +5, integrated sight optic). NVO can be recharged with batteries, raider NVO usable with scoped/binoculars. Welding visor in engineering kit and engineering vendors.
code: new trait for visor.
del: Useless squad optic removed from all helmets, but code stays.
imageadd: new visor icons
soundadd: NVO lowbattery sound effect when 20% charge left.
/:cl:

@github-project-automation github-project-automation Bot moved this to Awaiting Review in Review Backlog Aug 13, 2026
@cmss13-ci cmss13-ci Bot added Sprites Remove the soul from the game. Sound Blast 5 minutes of bass boosted music to our players Feature Feature coder badge Balance You need to be a professional veteran game maintainer to comprehend what is being done here. Code Improvement Make the code longer Config drag and drop Removal snap labels Aug 13, 2026
@cmss13-ci cmss13-ci Bot added the size/L Denotes a PR that changes 200-799 lines, ignoring generated files. label Aug 14, 2026
@Staykeu

Staykeu commented Aug 14, 2026

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Hey, just a heads up.

I attempted to get rid of the squad optic some time ago and it was rejected by Drathek because the optic is somewhat needed for survivors who are redeploying, as it offers a somewhat limited (compared to the headset) marine HUD.

To my knowledge the squad HUD is also Planned™ to be improved with additional features bringing it up to speed with the headset. (e.g. giving it a squad leader tracker)

The PR was turned around to implement the feature disallowing the deployment of a visor that accomplishes the effect of something you already have. For example, attempting to deploy the squad HUD visor while you already have a marine headset HUD active.

You will functionally never interact with the visor unless you absolutely need it, and it's an internal visor so it does not interfere with the amount of visors your helmet is intended to hold.

TL;DR probably should revert the part of your PR that removes the squad HUD. The management opinion on it already seems set in stone.

I'm putting this here rather than the discord just in case someone notices the same thing I did and attempts to contact you about it, to prevent you from getting spammed.

@neeshacark

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For people like me who find the PR body hard to read, I wrote this out for myself while trying to figure out what the PR changes because I wasn't sure if it was all in CL and couldn't read the body well:

M12 Helmet Changes -
Bio (Acid) Armor removed, Replaced with MediumLow Bomb Armor
Melee Armor removed, Replaced with MediumHigh Bullet Armor

M11 Helmet Changes -
Melee Armor added, MediumHigh.

M4 Pattern Armor Changes -
Rad Armor removed
Bio Armor removed
Bullet & Bomb Armor added, both MediumHigh

New HUD "Sight" visor, 0.5 boost to accuracy.

@Sporticusmge

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For people like me who find the PR body hard to read, I wrote this out for myself while trying to figure out what the PR changes because I wasn't sure if it was all in CL and couldn't read the body well:

M12 Helmet Changes - Bio (Acid) Armor removed, Replaced with MediumLow Bomb Armor Melee Armor removed, Replaced with MediumHigh Bullet Armor

M11 Helmet Changes - Melee Armor added, MediumHigh.

M4 Pattern Armor Changes - Rad Armor removed Bio Armor removed Bullet & Bomb Armor added, both MediumHigh

New HUD "Sight" visor, 0.5 boost to accuracy.

Im gonna split this PR on 2-3 parts cuz he changes lore, balance and adding a new content. If they wanna rework squad optic ill save it

@Steelpoint

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As you wrote. This PR does need to be atomized as it is making a lot of unrelated changes of different balance equations.

@Steelpoint Steelpoint added the Do Not Merge If you merge this PR, I will annihilate you label Aug 16, 2026
@github-project-automation github-project-automation Bot moved this from Awaiting Review to Closed in Review Backlog Aug 16, 2026
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Balance You need to be a professional veteran game maintainer to comprehend what is being done here. Code Improvement Make the code longer Config drag and drop Do Not Merge If you merge this PR, I will annihilate you Feature Feature coder badge Removal snap size/L Denotes a PR that changes 200-799 lines, ignoring generated files. Sound Blast 5 minutes of bass boosted music to our players Sprites Remove the soul from the game.

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4 participants