Balance - Energy Weapons ammo buff (#20622)

Buffs most commonly seen energy weapons by anywhere from 2-6 shots.
Laser pistols get closer to 2-3, laser carbines and rifles see buffs of
3-5 more shots, and blasters get the most love at 2-6 more shots,
depending on model. Anything with a scope, disruptors, anything that
autorecharges, or otherwise unique/odd have been left alone.

These changes are being made to hopefully bring energy weapons more in
line with ballistics. I've noticed that energy weapons are very rarely
used by anyone but security or someone doing a very specific gimmick.
Any time its rev or there otherwise is a crew militia started, I'll
order both laser and ballistics, and the ballistics are always taken
first. Ballistics overall are very strong, dealing far more enduring
damage than energy weapons tend to. And, most ballistics blow energy
weapons out of the water for just raw DPS. For example, both the laser
rifle and burst rifle have a damage of 30, with an ap of 20 for the
laser and 28 for the ballistic. This is fairly comparable, but
critically, the burst rifle is a burst rifle. So per trigger pull,
you're potentially doing up to 60 damage with ap 28. This of course
assumes you're using lethal for both, polymer rounds for the burst rifle
do 25 damage at ap 34. Which would be up to 50 damage per trigger pull.
I just don't think that the rechargeable plus beams going through
windows makes up for it.

Energy weapons also just suffer from critically small ammo counts. Which
is fine in a ship environment like the horizon (to a degree), but they
tend to perform very poorly in expedition settings. To the point that
they're arguably not worth taking for most away sites. This is mostly
because the average encounter will spend half or 1/3rd your ammo.

I still want ballistics and energy weapons to have their respective
rolls of expendable ammo vs rechargeable, and projectile vs beams (going
through windows without having to break them first being a very nice
advantage). But, I'd like to see people at least consider energy weapons
over ballistic for mechanical reasons rather than just flavor. Like I
tend to do with their current stats.
This commit is contained in:
courierbravo
2025-04-07 05:03:01 -07:00
committed by GitHub
parent 1bf2987673
commit b8c937f9d2
6 changed files with 77 additions and 19 deletions
@@ -13,7 +13,7 @@
matter = list(DEFAULT_WALL_MATERIAL = 2000)
offhand_accuracy = 1
projectile_type = /obj/projectile/energy/blaster
max_shots = 6
max_shots = 12
burst_delay = 2
sel_mode = 1
@@ -41,7 +41,7 @@
/obj/item/gun/energy/blaster/pilot_special
name = "pilot's sidearm"
desc = "A robust, low in maintenance blaster pistol. Customized for peak performance and perfect for self-defense purposes."
max_shots = 8
max_shots = 12
accuracy = 2 // Likely to get nothing else, so they gotta know how to make it count.
offhand_accuracy = 2
@@ -66,7 +66,7 @@
icon = 'icons/obj/guns/blaster_carbine.dmi'
icon_state = "blaster_carbine"
item_state = "blaster_carbine"
max_shots = 12
max_shots = 16
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
offhand_accuracy = 0
projectile_type = /obj/projectile/energy/blaster
@@ -116,7 +116,7 @@
icon = 'icons/obj/guns/blaster_ar.dmi'
icon_state = "blaster_ar"
item_state = "blaster_ar"
max_shots = 20
max_shots = 24
projectile_type = /obj/projectile/energy/blaster/heavy
fire_sound = 'sound/weapons/laserstrong.ogg'
slot_flags = SLOT_BACK
@@ -6,7 +6,7 @@
item_state = "icelance"
has_item_ratio = FALSE
fire_sound = 'sound/weapons/laser1.ogg'
max_shots = 5
max_shots = 7
accuracy = -1
accuracy_wielded = 2
fire_delay = 10
@@ -9,7 +9,7 @@
slot_flags = SLOT_BELT|SLOT_BACK
accuracy = 1
w_class = WEIGHT_CLASS_NORMAL
force = 15
force = 20
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/projectile/beam/midlaser
@@ -193,7 +193,7 @@
matter = list(DEFAULT_WALL_MATERIAL = 2000)
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2)
projectile_type = /obj/projectile/beam/shotgun
max_shots = 20
max_shots = 28
sel_mode = 1
is_wieldable = TRUE
burst = 4
@@ -11,7 +11,7 @@
fire_sound = 'sound/weapons/Taser.ogg'
slot_flags = SLOT_BELT
accuracy = 1
max_shots = 10
max_shots = 15
can_turret = 1
secondary_projectile_type = /obj/projectile/beam
secondary_fire_sound = 'sound/weapons/laser1.ogg'
@@ -133,7 +133,7 @@
item_state = "epistolstun100"
fire_sound = 'sound/weapons/Taser.ogg'
slot_flags = SLOT_BELT|SLOT_HOLSTER
max_shots = 7
max_shots = 10
fire_delay = 4
can_turret = 1
secondary_projectile_type = /obj/projectile/beam/pistol
@@ -161,7 +161,7 @@
has_item_ratio = FALSE
fire_sound = 'sound/weapons/Taser.ogg'
slot_flags = SLOT_BELT|SLOT_HOLSTER
max_shots = 10
max_shots = 12
fire_delay = 3
can_turret = FALSE
secondary_projectile_type = /obj/projectile/beam/pistol/hegemony
@@ -187,7 +187,7 @@
has_item_ratio = FALSE
fire_sound = 'sound/weapons/laser2.ogg'
slot_flags = SLOT_BELT|SLOT_HOLSTER
max_shots = 10
max_shots = 12
fire_delay = 3
can_turret = FALSE
secondary_projectile_type = /obj/projectile/beam/pistol
@@ -214,7 +214,7 @@
has_item_ratio = FALSE
fire_sound = 'sound/weapons/energy_repeater.ogg'
slot_flags = SLOT_BELT|SLOT_HOLSTER
max_shots = 20
max_shots = 24
fire_delay = 3
offhand_accuracy = 6 // same as firing it in your main hand
@@ -238,7 +238,7 @@
has_item_ratio = FALSE
fire_sound = 'sound/weapons/Taser.ogg'
slot_flags = SLOT_BELT|SLOT_HOLSTER
max_shots = 8
max_shots = 10
fire_delay = 5
secondary_projectile_type = /obj/projectile/beam/pistol/scc/weak
secondary_fire_sound = 'sound/weapons/energy_repeater.ogg'
@@ -288,7 +288,7 @@
icon_state = "particlesmg"
item_state = "particlesmg"
slot_flags = SLOT_BELT|SLOT_HOLSTER|SLOT_BACK
max_shots = 14
max_shots = 18
force = 16
projectile_type = /obj/projectile/beam/stun/skrell
secondary_projectile_type = /obj/projectile/beam/pulse/skrell
@@ -340,7 +340,7 @@
fire_sound = 'sound/weapons/Taser.ogg'
slot_flags = SLOT_BELT|SLOT_HOLSTER
pin = /obj/item/device/firing_pin/psionic
max_shots = 8
max_shots = 10
fire_delay = 4
can_turret = FALSE
secondary_projectile_type = /obj/projectile/energy/blaster/skrell
@@ -9,7 +9,7 @@
slot_flags = SLOT_BACK
w_class = WEIGHT_CLASS_BULKY
force = 15
max_shots = 20
max_shots = 25
fire_delay = 6
burst_delay = 3
accuracy = -1
@@ -46,7 +46,7 @@
item_state = "laserrifle"
has_item_ratio = FALSE // the back and suit slots have ratio sprites but the in-hands dont
fire_sound = 'sound/weapons/laser1.ogg'
max_shots = 15
max_shots = 20
fire_delay = 6
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
projectile_type = /obj/projectile/beam/midlaser
@@ -75,7 +75,7 @@
icon = 'icons/obj/guns/crew_laser.dmi'
icon_state = "trilaser"
item_state = "trilaser"
max_shots = 12
max_shots = 15
fire_delay = 5
burst_delay = 5
origin_tech = list(TECH_COMBAT = 8, TECH_MAGNET = 4)
@@ -250,7 +250,7 @@
has_item_ratio = FALSE
fire_sound = 'sound/weapons/laser1.ogg'
slot_flags = SLOT_BELT|SLOT_BACK
max_shots = 15
max_shots = 18
can_turret = TRUE
turret_is_lethal = TRUE
projectile_type = /obj/projectile/beam/midlaser/hegemony
@@ -0,0 +1,58 @@
################################
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author: CourierBravo
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changes:
- balance: "Increases ammo count for most commonly seen energy weapons. Laser pistols see increases of 2-3 shots, averaging between 10-12 shots, carbines and rifles gain 3-5 more rounds, with some skipped due to high ammo counts or powerful projectiles. And blasters have had increases of 2-6, depending on the model. Anything scoped, recharging, a disruptor, or otherwise unique/odd is kept the same for balance."