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[MIRROR] Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff. #291

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Oct 25, 2023

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Mirrored on Skyrat: Skyrat-SS13/Skyrat-tg#24584
Original PR: tgstation/tgstation#78927

About The Pull Request

Allows for damage falloff to apply to more than just shotgun pellets. Now any projectile can have a damage falloff defined.

Scatter Laser shells no longer use the minigun beams to determine their damage. Instead they use the actually defined scatter laser beams. Those beams do 7.5 damage per pellet, times by 6 pellets.

Scatter laser beams now have damage falloff, a separately defined (positive) wounding power from normal beams, and wound falloff.

Scatter laser shells can be printed from security protolathes once you have weapon tech.

Scatter laser shells may be damaged by EMPs based on severity. The result is that it fires a practically useless volley of laser fire. They cause a honk sound when they hit, so you know when you've shot one of these.

Why It's Good For The Game

Well, we want shotguns universally to not be defined by their damage output (especially extreme damage output) but by niche.

What does the scatter laser shell currently occupy as a niche?

The single highest damage output of any projectile weapon in direct damage. The thing we don't want of shotguns, and it is reigning champion of all guns.

Okay, that's a bit misleading, because obviously it is competing with the likes of .50 BMG which does 70 damage outright and dismembers limbs, potentially doing upwards of 90 damage if it does, and also hard stuns people. Obviously that is technically a stronger bullet.

But not for raw damage, because the scatter laser does 90 damage out the gate, barring any potential wounding that might occur which increases the damage multiplicatively. No gimmicks, no extra procs, nothing. It's just 15 force lasers (with no damage dropoff) split between 6 beams.

And the reason for this is because this shell has been nerfed once prior by making it not fire 6 normal laser shots into someone. That was 120 damage at the time, 120 to 90 was...I guess a nerf during the taser era. Depends on how you viewed it. Buckshot was doing like 80 at the time, believe me it was a wild period. But anyway, when we did the whole damage rearrangement over the course of the laser few years, every other shell got touched except this one for some reason. Even pulse slugs lost 10 damage while this was still sitting on 90 force point blank.

So what is the new niche? Well, it's laser buckshot. That's not a niche but crew don't get buckshot, so this is their buckshot. It wounds real good. Real goddamn good. And its is a laser. It fits the aesthetic, obviously.

Okay, thanks.

Changelog

🆑 necromanceranne
balance: Scatter laser shells actually utilize the real scatter laser beam. This comes with damage changes. And wounding power.
feature: EMPs can potentially damage scatter laser shells.
refactor: All projectiles can now have damage falloff defined. Yay.
balance: Scatter laser shells can be printed when weapons technology is researched.
/:cl:

…es them significantly easier to make. Projectiles can now have damage falloff. [MDB IGNORE] (#24584)

* Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff. (#78927)

## About The Pull Request

Allows for damage falloff to apply to more than just shotgun pellets.
Now any projectile can have a damage falloff defined.

Scatter Laser shells no longer use the minigun beams to determine their
damage. Instead they use the actually defined scatter laser beams. Those
beams do 7.5 damage per pellet, times by 6 pellets.

Scatter laser beams now have damage falloff, a separately defined
(positive) wounding power from normal beams, and wound falloff.

Scatter laser shells can be printed from security protolathes once you
have weapon tech.

Scatter laser shells _may_ be damaged by EMPs based on severity. The
result is that it fires a practically useless volley of laser fire. They
cause a honk sound when they hit, so you know when you've shot one of
these.

## Why It's Good For The Game

Well, we want shotguns universally to not be defined by their damage
output (especially extreme damage output) but by niche.

What does the scatter laser shell currently occupy as a niche?

The single highest damage output of any projectile weapon in direct
damage. The thing we don't want of shotguns, and it is reigning champion
of all guns.

Okay, that's a bit misleading, because obviously it is competing with
the likes of .50 BMG which does 70 damage outright and dismembers limbs,
potentially doing upwards of 90 damage if it does, and also hard stuns
people. Obviously _that_ is technically a stronger bullet.

But not for raw damage, because the scatter laser does 90 damage out the
gate, barring any potential wounding that might occur which increases
the damage multiplicatively. No gimmicks, no extra procs, nothing. It's
just 15 force lasers (with no damage dropoff) split between 6 beams.

And the reason for this is because this shell has been nerfed once prior
by making it not fire 6 normal laser shots into someone. That was 120
damage at the time, 120 to 90 was...I guess a nerf during the taser era.
Depends on how you viewed it. Buckshot was doing like 80 at the time,
believe me it was a wild period. But anyway, when we did the whole
damage rearrangement over the course of the laser few years, every other
shell got touched except this one for some reason. Even pulse slugs lost
10 damage while this was still sitting on 90 force point blank.

So what is the new niche? Well, it's laser buckshot. That's not a niche
but crew don't get buckshot, so this is their buckshot. It wounds real
good. Real goddamn good. And its is a laser. It fits the aesthetic,
obviously.

Okay, thanks.

## Changelog
:cl:
balance: Scatter laser shells actually utilize the _real_ scatter laser
beam. This comes with damage changes. And wounding power.
feature: EMPs can potentially damage scatter laser shells.
refactor: All projectiles can now have damage falloff defined. Yay.
balance: Scatter laser shells can be printed when weapons technology is
researched.
/:cl:

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff.

* Modular

---------

Co-authored-by: necromanceranne <[email protected]>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: Giz <[email protected]>
@Iajret Iajret merged commit 4816248 into master Oct 25, 2023
23 checks passed
@Iajret Iajret deleted the upstream-mirror-24584 branch October 25, 2023 20:29
Iajret pushed a commit that referenced this pull request Jan 4, 2024
* Guardian actions now work while sleeping/unconscious (#80727)

## About The Pull Request

Guardian abilities (given to the host) now work while unconscious/crit,
just as it worked when it was verbs in the stat menu, which was lost
when it got turned into an action button.

## Why It's Good For The Game

Brings back the old behavior where creators in critical condition / put
to sleep can still communicate with their holoparasite, allowing
guardians to still receive orders while the host is incapacitated.
The chat box that comes up from pressing the button already works if you
open it before being incapacitated, so it's just the button itself that
needs to work,

## Changelog

:cl:
fix: Guardian host's ability buttons now works while the host is
sleeping/unconscious.
/:cl:

* Guardian actions now work while sleeping/unconscious

---------

Co-authored-by: John Willard <[email protected]>
Co-authored-by: NovaBot <[email protected]>
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3 participants