From 8d79db52cfd82a3621f90d3db925c61d5bb9599b Mon Sep 17 00:00:00 2001 From: Duck- Date: Mon, 17 Mar 2014 00:54:14 -0400 Subject: [PATCH] Update beams.dm Bumps laser cannon damage back up to double a laser. Anything between 51-99 basically has the same function anyway, and bigger numbers are just nicer. Pulse still crits in two and can tear through walls, so I don't think it's a problem. And both are outdone by the sniper rifle, because stuns, crits in two, effortlessly orderable from cargo at round-start. I like to think cannons are meant for use against xenos, rogue mechs, wizards, etc and not usually normal humans. -Duck --- code/modules/projectiles/projectile/beams.dm | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index d2838f5d..3d6e3527 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -93,7 +93,7 @@ var/list/beam_master = list() /obj/item/projectile/beam/heavylaser name = "heavy laser" icon_state = "heavylaser" - damage = 40 + damage = 80 /obj/item/projectile/beam/xray name = "xray beam" @@ -168,4 +168,4 @@ var/list/beam_master = list() damage = 60 stun = 5 weaken = 5 - stutter = 5 \ No newline at end of file + stutter = 5