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Nerfs projectile piercing and makes it's chance based more on armour piercing than damage. (#22248)
- Projectiles now lose 30% of their damage for every pierce they go through by default. - Ship weapons only lose 5% damage on pierce. - The default chance was changed from (Pierce Chance (20%) + Damage, to Pierce Chance (0%) + Damage / 4 + Armour Piercing. This means the merc's STS, went from 55% chance to pierce, down to 30%, with reduced damage when it does. - Specialist anti-tank weapons, such as the PEAC, now have their pierce chance multiplied by their anti-material potential. This gives the PEAC 100% piercing chance. <img width="327" height="261" alt="image" src="https://github.com/user-attachments/assets/661904ec-3957-4116-a10b-e8a8fc14cd2d" />
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@@ -225,6 +225,7 @@
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impact_sounds = list(BULLET_IMPACT_MEAT = SOUNDS_BULLET_MEAT, BULLET_IMPACT_METAL = SOUNDS_BULLET_METAL)
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accuracy = 100
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projectile_piercing = PASSMOB|PASSDOORS|PASSGLASS|PASSCLOSEDTURF|PASSWINDOW|PASSMACHINE|PASSBLOB|PASSFLAPS|PASSVEHICLE //It's a ship weapon let it try to penetrate everything.
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pierce_decay_damage = 0.95 //Ship weapon projectiles don't lose much damage on pierce by default, but this can be set per projectile.
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var/obj/item/ship_ammunition/ammo
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var/primed = FALSE
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var/hit_target = FALSE //First target we hit. Used to report if a hit was successful.
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