diff --git a/code/modules/projectiles/guns/energy/blaster.dm b/code/modules/projectiles/guns/energy/blaster.dm index 1c7e47c5722..c8da2eaafd7 100644 --- a/code/modules/projectiles/guns/energy/blaster.dm +++ b/code/modules/projectiles/guns/energy/blaster.dm @@ -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 diff --git a/code/modules/projectiles/guns/energy/crank.dm b/code/modules/projectiles/guns/energy/crank.dm index cbacc6f8ea1..c3774038fe0 100644 --- a/code/modules/projectiles/guns/energy/crank.dm +++ b/code/modules/projectiles/guns/energy/crank.dm @@ -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 diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 7c20b3eae2a..7494858b1bf 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -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 diff --git a/code/modules/projectiles/guns/energy/nuclear.dm b/code/modules/projectiles/guns/energy/nuclear.dm index dba3f01b5c1..84abcfe3937 100644 --- a/code/modules/projectiles/guns/energy/nuclear.dm +++ b/code/modules/projectiles/guns/energy/nuclear.dm @@ -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 diff --git a/code/modules/projectiles/guns/energy/rifle.dm b/code/modules/projectiles/guns/energy/rifle.dm index 1ae5a64d5b0..e4e996d897b 100644 --- a/code/modules/projectiles/guns/energy/rifle.dm +++ b/code/modules/projectiles/guns/energy/rifle.dm @@ -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 diff --git a/html/changelogs/courierbravo - energyweaponsbuff.yml b/html/changelogs/courierbravo - energyweaponsbuff.yml new file mode 100644 index 00000000000..34b5ea42124 --- /dev/null +++ b/html/changelogs/courierbravo - energyweaponsbuff.yml @@ -0,0 +1,58 @@ +################################ +# Example Changelog File +# +# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. +# +# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) +# When it is, any changes listed below will disappear. +# +# Valid Prefixes: +# bugfix +# - (fixes bugs) +# wip +# - (work in progress) +# qol +# - (quality of life) +# soundadd +# - (adds a sound) +# sounddel +# - (removes a sound) +# rscadd +# - (adds a feature) +# rscdel +# - (removes a feature) +# imageadd +# - (adds an image or sprite) +# imagedel +# - (removes an image or sprite) +# spellcheck +# - (fixes spelling or grammar) +# experiment +# - (experimental change) +# balance +# - (balance changes) +# code_imp +# - (misc internal code change) +# refactor +# - (refactors code) +# config +# - (makes a change to the config files) +# admin +# - (makes changes to administrator tools) +# server +# - (miscellaneous changes to server) +################################# + +# Your name. +author: CourierBravo + +# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. +delete-after: True + +# Any changes you've made. See valid prefix list above. +# INDENT WITH TWO SPACES. NOT TABS. SPACES. +# SCREW THIS UP AND IT WON'T WORK. +# Also, this gets changed to [] after reading. Just remove the brackets when you add new shit. +# Please surround your changes in double quotes ("). It works without them, but if you use certain characters it screws up compiling. The quotes will not show up in the changelog. +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."