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Energy guns buff #2268
Energy guns buff #2268
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I should mention that this also relables the description so #2266 may not be necessary |
Energy guns are weaker because they can go thru windows, they should be inferior to ballistics on an open hallway. |
they arent hitscan yet they are weaker than lasers, which do the same thing, not to mention that ballistics are still superior in terms of damage. higher mag capacity + bleed allows ballistics to surpass these, however the buff will give crew incentive to use/make these over lasers. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Signed-off-by: Stop-Signs <[email protected]>
Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
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Hi Direction feedback: 25 damage x 3/s ROF is pretty good, pending a larger rework could you tweak that down to 2.5? |
Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
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Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml
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This reverts commit d5b630e.
Im not willing to make these wield only guns, that would not only require a TON more work (spriting) but also the fire rate nerf would make them even worse than ballistics. Researchable weaponry should be better than roundstart, if direction feels otherwise then feel free to close this. Just to compare, if i were to make the changes direction suggested. energy gun would have 10 shots, 2.5 fire rate, 25 heat per shot Majority of ballistics have 30+1 shots, 5 fire rate, and 16-19 pierce per shot + bleed damage in total thats almost double the raw damage + bleed |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
dear god what did i do |
i have no idea how to fix this and its been sitting here for weeks, closing this to make a new branch and PR all-together cause my local repo is fucked |
just git pull |
About the PR
Buffed the lackluster energy guns, they now are comparable to their ballistic counterparts while still remaining slightly worse due to the potential infinite ammo.
IK60 now has a full auto mode, it kinda felt like a downgrade from the standard energy gun
pdw mag capacity is now 10 shots
x-01 mag capacity is now 15 shots
All energy guns will do 25 heat
Why / Balance
Mag size increases are due to the PDW being a t2 tech and only getting 8 shots 3:< and the x-01 being one of a kind.
Round start weapons shouldn't outclass researched ones so a damage buff will at least make them viable
IK60 just felt like a energy gun without the disable mode, hopefully making it automatic will help it be actually good as a T2 arsenal tech that costs 12500 points
Technical details
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