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Bug Hazmats do not slow spores

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ConcernedCitizen

Radio Bob Approved
Joined
Jul 17, 2021
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Hazmats, the things designed to be a whole-body garment worn as protection against hazardous materials; do not stop spores even in the slightest, despite overriding the gasmask slot. Fix pls

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Its actually canonically meant to be like that, you see the Combine does not care about their hazmat workers and has no quality control protocols in place for their suits, it is very possible you received a faulty hazmat suit with no plans for it to be replaced. Just look at Half Life Alyx you do not encounter a single living Hazmat worker in the whole game.
 
Currently, the only thing that the hazmat suit is ment to do, from what I was told, is protect you from the infestation growths since those can affect you if you touch them without protection, not the spores in the air.

You CAN wear a gas mask and filter with it, since it doesnt block those slots, as its intended from what I was told.
 
The spores cause your body to react badly when you breathe them in. The spores themselves are rather harmless, so upon skin contact you'd just wash them off. Hence why a hazmat suit does nothing without proper breathing equipment (read: gasmask and filter), and why you can equip both.
 
The spores cause your body to react badly when you breathe them in. The spores themselves are rather harmless, so upon skin contact you'd just wash them off. Hence why a hazmat suit does nothing without proper breathing equipment (read: gasmask and filter), and why you can equip both.
this isn't entirely true, namely the part about gasmask and filters, the first part is true.

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the hazmats do indeed have an SCBA or an IBA (Secure Contained Breathing Apparatus/Isolated Breathing Apparatus. For those unfamiliar these devices provide an isolated oxygen supply, that, depending on how it is set up, can last for a very long time.

If one were to do this properly, you'd have it so All the Hazmat suits require an additional bit of equipment, that equipment would be an SCBA and it would go in the large backpack slot and also fill the filter slot.
The item should have 100% spore protection and a lot of integrity, to fill it however, you'd need a physical device to do it, i'd make said device expensive to craft but not illegal as it would essentially be an air compressor.


Additionally, if we wanted something that would fit into the filter slot, you could go for a CS-PAPR, which is effectively a very powerful portable air filtration unit that you feed into a mouthpiece or a suit.

Edit: also you cannot equip the gas mask with the Hazmat suits
 
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this isn't entirely true, namely the part about gasmask and filters, the first part is true.

View attachment 11754
the hazmats do indeed have an SCBA or an IBA (Secure Contained Breathing Apparatus/Isolated Breathing Apparatus. For those unfamiliar these devices provide an isolated oxygen supply, that, depending on how it is set up, can last for a very long time.

If one were to do this properly, you'd have it so All the Hazmat suits require an additional bit of equipment, that equipment would be an SCBA and it would go in the large backpack slot and also fill the filter slot.
The item should have 100% spore protection and a lot of integrity, to fill it however, you'd need a physical device to do it, i'd make said device expensive to craft but not illegal as it would essentially be an air compressor.


Additionally, if we wanted something that would fit into the filter slot, you could go for a CS-PAPR, which is effectively a very powerful portable air filtration unit that you feed into a mouthpiece or a suit.

Edit: also you cannot equip the gas mask with the Hazmat suits
When making the gas system I was heavily against there being any way that allows full, permanent residence within the sewers. Even with added barriers, it should be guaranteed that if you go in, at some point you must come out. This helps keeps the surface populated.
 
When making the gas system I was heavily against there being any way that allows full, permanent residence within the sewers. Even with added barriers, it should be guaranteed that if you go in, at some point you must come out. This helps keeps the surface populated.
yea, the caviat with an SCBA or a CS-PAPR is that one would need to be recharged and it isn't instant. The other would have to be replaced/cleaned to make sure it didn't burn out.
whilst i would like more functionality at the sewers, if there were an item which gives 100% or even 99% protection, it should be expensive to make/buy.

it also why the rebel population has about 2 hazmats between like 40 people.
 
yea, the caviat with an SCBA or a CS-PAPR is that one would need to be recharged and it isn't instant. The other would have to be replaced/cleaned to make sure it didn't burn out.
whilst i would like more functionality at the sewers, if there were an item which gives 100% or even 99% protection, it should be expensive to make/buy.

it also why the rebel population has about 2 hazmats between like 40 people.
Doesn't matter how you recharge it, simply work towards having spares with your group so you can rotate them. And if there is such an OP item that allows permanent living in the sewers, rebels will spend the resources on it (or some CWU will *forget* them in an unlocked locker that *accidentally* gets raided during low-pop). Now you are one slightly unbalanced economy decision away from ruining the entire premise of Gas 2.0.

Just add a gasmask item after you equip the suit, this works well enough for whatever loyalist purposes there are to the sewers. Saves us the dev effort from having to add a new gasmask item base as well (as there is no merged gasmask/suit base). If the suit actually overrides the gasmask slot that is a bug that should be fixed, but I remember this used to be possible as I've told (and seen) CWU (or CRU back then) do it.
 
Doesn't matter how you recharge it, simply work towards having spares with your group so you can rotate them. And if there is such an OP item that allows permanent living in the sewers, rebels will spend the resources on it (or some CWU will *forget* them in an unlocked locker that *accidentally* gets raided during low-pop). Now you are one slightly unbalanced economy decision away from ruining the entire premise of Gas 2.0.

Just add a gasmask item after you equip the suit, this works well enough for whatever loyalist purposes there are to the sewers. Saves us the dev effort from having to add a new gasmask item base as well (as there is no merged gasmask/suit base). If the suit actually overrides the gasmask slot that is a bug that should be fixed, but I remember this used to be possible as I've told (and seen) CWU (or CRU back then) do it.
the thing is, it wouldn't allow for people to permanently live in the sewers..but whatever.

its stupid that a full CBRN/NBC suit with a double filtration system does sweet fuck all against spores and gas. or just have said item be BMD only/expedition only, similar to how OTA/CP radios are impossible to have, just make it the same for the actual recharging station without the right conditions.
 
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