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
This commit is contained in:
Duck-
2014-03-17 00:54:14 -04:00
parent f53081086a
commit 8d79db52cf
+2 -2
View File
@@ -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
stutter = 5