Laser rifle nerfs and laser armour buffs. (#17134)

* Laser rifle nerfs and laser armour buffs.

* - balance: "Buffed ablatives' laser protection."

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
This commit is contained in:
Matt Atlas
2023-08-25 14:21:17 +00:00
committed by GitHub
co-authored by Matt Atlas
parent f087c218a2
commit e7d0cadfbb
7 changed files with 58 additions and 15 deletions
+1 -1
View File
@@ -178,7 +178,7 @@
armor = list(
melee = ARMOR_MELEE_SMALL,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_RIFLE,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_RESISTANT
)
siemens_coefficient = 0
+3 -3
View File
@@ -166,7 +166,7 @@
armor = list(
melee = ARMOR_MELEE_MINOR,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_RIFLE,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_RESISTANT
)
slowdown = 1
@@ -180,7 +180,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_MAJOR,
laser = ARMOR_LASER_MEDIUM,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
)
@@ -194,7 +194,7 @@
armor = list(
melee = ARMOR_MELEE_MAJOR,
bullet = ARMOR_BALLISTIC_MAJOR,
laser = ARMOR_LASER_MEDIUM,
laser = ARMOR_LASER_RIFLE,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
)
@@ -39,7 +39,7 @@
armor = list(
melee = ARMOR_MELEE_MINOR,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_RIFLE,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_RESISTANT
)
siemens_coefficient = 0
@@ -153,7 +153,7 @@
armor = list(
melee = ARMOR_MELEE_MINOR,
bullet = ARMOR_BALLISTIC_MINOR,
laser = ARMOR_LASER_RIFLE,
laser = ARMOR_LASER_MAJOR,
energy = ARMOR_ENERGY_RESISTANT
)
siemens_coefficient = 0
@@ -238,4 +238,4 @@
laser = ARMOR_LASER_MEDIUM,
energy = ARMOR_ENERGY_SMALL,
bomb = ARMOR_BOMB_PADDED,
)
)
@@ -21,7 +21,7 @@
turret_is_lethal = 0
has_item_ratio = FALSE
fire_delay_wielded = 4
fire_delay_wielded = 5
accuracy_wielded = 2
sel_mode = 1
@@ -47,8 +47,7 @@
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
fire_delay = 5
burst_delay = 5
fire_delay = 6
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
projectile_type = /obj/item/projectile/beam/midlaser
secondary_projectile_type = null
+1 -1
View File
@@ -45,7 +45,7 @@
/obj/item/projectile/beam/midlaser
damage = 30
armor_penetration = 25
armor_penetration = 20
/obj/item/projectile/beam/midlaser/skrell
armor_penetration = 0