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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
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@@ -93,7 +93,7 @@ var/list/beam_master = list()
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/obj/item/projectile/beam/heavylaser
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name = "heavy laser"
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icon_state = "heavylaser"
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damage = 40
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damage = 80
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/obj/item/projectile/beam/xray
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name = "xray beam"
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@@ -168,4 +168,4 @@ var/list/beam_master = list()
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damage = 60
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stun = 5
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weaken = 5
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stutter = 5
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stutter = 5
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