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Rework the HoS's Energy Shotgun (Varying energy consumption depending on fire-mode + re-adds a toned down self recharge.) #32104
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…harges, which matters a lot more with the self charge cooldown system.
I hope this means it won't get relegated to wardens anymore |
The amount of changes the HoS shotgun is getting |
It started OP, it got changed to underpowered, hopefully this PR puts it in a healthy balanced state. |
Yeah based on the changes im seeing itll definitely be good but not overwhelmingly good |
I really think this is a great idea to not leave the shotgun in the armory/give it to the warden, I have done that every round after the nerf. You know, I still think the HoS gun should be stronger than most guns in armory not just a weaker kammer. |
10 seconds still seems like way too little time for the recharge cooldown. This still fully allows an antag to do exactly what they were doing with it before, which is just, kill one or two people, run into maints, and then kill another one or two by the time they exit maints. They only need to do this two or three times to take out an entire sec force, and it takes way longer to heal people than for it to recharge. |
While the numbers can be tweeked, I feel like its enough currently. And if sec let them steal it, and is then letting them escape multiple times, without sec, the ai, etc. noticing, and dealing with them (after the first 1-2 "attack waves" youd probably be on red already, armed and armored) then I feel like thats just a skill issue on secs part rather then the weapon being too powerfull, furthermore this could also be achieved with any of the not too expensive syndie weapons (ranging from a viper to a python) combined with an emagged lathe to supply ammo, where they can heal and reload inbetween strikes. If you are letting them get away multiple times so they can prepare for the next run, which a full recharge takes a full 60 seconds (a lot during an active hunt), thats moreso on you then on the weapon. Keep in mind if we nerf the recharge to the degree it would take to fix the problem you are listing, itll be so long that you end up being better off running to a recharger rather then waiting it out. The whole point of the 10 second cooldown is to force you to disengage from the fight before you start recharging. |
I think, wide needs 6 shots and narrow 8, because wide shot have more lasers and damage. |
It has equal damage, just more lasers aka more total damage on paper, but in practice the majority of those more lasers will miss in anything but point-blank range, which still leaves the narrow spread better for pretty much everything. |
Made a very slight change & updated the branch. |
…recost and thus max/current charges.
…ying a budget fix to only the eshotgun.
2 Changes have been made: Changing between the fire-modes will now properly update the HUD to reflect the changes in how many shots & max shots the weapon has, instead of you needing to unequip and reequip the item for those changes to take effect visually. Also fixed the issue with self-recharging weapons sometimes failing to recharge their final shot completely, instead of applying a duct-tape fix to only the energy shotgun, no CL because this issue did not matter without the self recharge cooldown system. |
Cleaned up the code regarding the ammo UI updating when switching firemode. |
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Tested in game with no issues other than ones caused by battery not being predicted.
Content.Server/Power/Components/BatterySelfRechargerComponent.cs
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Might need to be adjusted to #30627 |
Content.Server/Power/Components/BatterySelfRechargerComponent.cs
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Merge conflict resolved. |
Solved. |
Added a CL entry for the firemode HUD fix since I feel like forks should know what suddenly changed this (For example frontier and delta-v with their energy guns, x-01 multiphase guns, etc.) |
Content.Server/Power/Components/BatterySelfRechargerComponent.cs
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Content.Shared/Weapons/Ranged/Systems/BatteryWeaponFireModesSystem.cs
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…p code as per maintainer request, add a note to make the code better when power is moved to shared.
…on-14 into EShotgunRework
About the PR
This PR changes the HoS's Energy shotgun in 2 main ways:
The capacity has been set to 1200, and the consumption per shot has been set to 120 for disabler (10 shots), 150 for wide spread (8 shots) and 200 for narrow spread (6 shots)
The self recharge feature has been readded, it takes 50 seconds to fully recharge, BUT the weapon does not self recharge if it has been used within the last 10 seconds, meaning you need to fully stop using it for 60 seconds to recharge it.
Why / Balance
Alright, here we go, time for me to justify readding the self recharge.
The energy shotgun in an ideal world is a weapon that while not being too overpowered, like what it was when it had the original self recharge, is still a substantial item which is worth to carry for the HoS and gives them a unique ability.
While currently the item is not in that OP state anymore, it is now so weak that most HoS's leave it in favor of their WT550, either stuffing it in their locker or handing it down to the warden or another security officer, which defeats the purpose of it being the HoS's high value steal objective item.
This PR aims to change that by re-adding the self recharge without being as OP as it was.
The fact that you need to stop using the weapon for it to be able to recharge means that it still has substantial downtime, so while it has infinite ammo on paper, in practice you will need to either take cover for a whole minute or switch to another weapon every time your charges run dry if you are in a sustained firefight such as in a nukie round.
Furthermore, narrow spread has always been better then wide as your standard, but with it getting 2 extra shots, it should be more worth using now in close range, and disabler may also see more use with its fire mode now having 10 charges.
These changes were discussed in the #design-discussion channel in the SS14 discord, and the general consensus was that it is worth trying this out to see how it is, and then from there we can better decide if it needs to be tweaked or reverted, since the in-game implications of these changes can only be estimated so much without seeing it in action in real rounds.
Technical details
I'll start off by saying if the code needs to be cleaned up before this is merged, I get that.
The BatterySelfRechargerComponent now has 3 extra fields, all of which have defaults to avoid messing up other items that use it.
autoRechargePause is a bool which defaults to false, and as such by default this does not change how self recharge works unless set to true.
autoRechargePauseTime, a float defaulted to 0, decides how long the auto recharge should be on cooldown for after a charge is used from the battery.
autoRechargeCooldown is a float defaulted to 0, every time the item uses a charge, it is set to be equal to PauseTime, and if this is more then 0 while autoRechargePause is true, the item does not self recharge, and instead autoRechargeCooldown is reduced by frameTime, meaning it drops 1 every second.
Media
EShotGun.mp4
Requirements
Changelog
🆑 BramvanZijp