mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-06 07:22:15 +00:00
Security weaponry and balance tweaks. (#15297)
This commit is contained in:
@@ -9,9 +9,8 @@
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#define ARMOR_BALLISTIC_PISTOL 30
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#define ARMOR_BALLISTIC_MEDIUM 40
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#define ARMOR_BALLISTIC_CARBINE 45 //Reduces polymer round damage to 15.3.
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#define ARMOR_BALLISTIC_REVOLVER 50 //Reduces 357 round damage to 14.
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#define ARMOR_BALLISTIC_RIFLE 55 //Used by security ballistic armour. Drops 762 down to 18.5 damage.
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#define ARMOR_BALLISTIC_MAJOR 60
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#define ARMOR_BALLISTIC_MAJOR 55 //Reduces 762 round damage to 18.
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#define ARMOR_BALLISTIC_RIFLE 60 //Used by security ballistic armour. Drops 762 down to 11.2 damage.
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#define ARMOR_BALLISTIC_AP 75
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#define ARMOR_BALLISTIC_HEAVY 100
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@@ -7,7 +7,7 @@
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suit_type = "combat hardsuit"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -48,7 +48,7 @@
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suit_type = "military hardsuit"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -175,7 +175,7 @@
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suit_type = "gunslinger hardsuit"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -224,7 +224,7 @@
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suit_type = "strike hardsuit"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -292,7 +292,7 @@
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suit_type = "elyran battlesuit"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -382,7 +382,7 @@
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suit_type = "jinxiang combat suit"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -12,7 +12,7 @@
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suit_type = "crimson hardsuit"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -77,7 +77,7 @@
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suit_type = "rhino hardsuit"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -167,7 +167,7 @@
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item_state = "plate_military"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -181,7 +181,7 @@
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item_state = "plate_heavy"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -229,7 +229,7 @@
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item_state = "plate_sec_heavy"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED
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@@ -263,7 +263,7 @@
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item_state = "helm_sec_heavy"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -278,7 +278,7 @@
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item_state = "helm_military"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -72,7 +72,7 @@
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item_state = "legguards_military"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -85,7 +85,7 @@
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item_state = "legguards_heavy"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -102,7 +102,7 @@
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item_state = "legguards_sec_heavy"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -181,7 +181,7 @@
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item_state = "armguards_military"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -194,7 +194,7 @@
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item_state = "armguards_heavy"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -211,7 +211,7 @@
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item_state = "armguards_sec_heavy"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -224,7 +224,7 @@
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item_state = "armguards_sec_heavy"
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armor = list(
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melee = ARMOR_MELEE_MAJOR,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_MEDIUM,
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energy = ARMOR_ENERGY_SMALL,
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bomb = ARMOR_BOMB_PADDED,
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@@ -55,7 +55,7 @@
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icon_state_broken = "armor_c_broken"
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armor = list(
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melee = ARMOR_MELEE_VERY_HIGH,
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bullet = ARMOR_BALLISTIC_REVOLVER,
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bullet = ARMOR_BALLISTIC_MAJOR,
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laser = ARMOR_LASER_RIFLE,
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energy = ARMOR_ENERGY_MINOR,
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bomb = ARMOR_BOMB_RESISTANT,
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@@ -518,7 +518,7 @@
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if(length(firemodes))
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F = firemodes[sel_mode]
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if(one_hand_fa_penalty > 2 && !wielded && F?.name == "full auto") // todo: make firemode names defines
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P.accuracy -= one_hand_fa_penalty/2
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P.accuracy -= one_hand_fa_penalty * 0.5
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P.dispersion -= one_hand_fa_penalty * 0.5
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//does the actual launching of the projectile
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@@ -20,7 +20,7 @@
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list(mode_name="semiauto", can_autofire=0, burst=1),
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list(mode_name="3-round bursts", can_autofire=0, burst=3, burst_accuracy=list(1,0,0), dispersion=list(0, 10, 15)),
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list(mode_name="short bursts", can_autofire=0, burst=5, burst_accuracy=list(1,0,,-1,-1), dispersion=list(5, 10, 15, 20)),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, fire_delay_wielded=1, one_hand_fa_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25))
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=5, fire_delay_wielded=1, one_hand_fa_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25))
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)
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//Submachine guns and personal defence weapons, go.
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@@ -136,7 +136,7 @@
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list(mode_name="semiauto", burst=1, fire_delay=10),
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list(mode_name="3-round bursts", burst=3, burst_accuracy=list(1,0,0), dispersion=list(0, 5, 10)),
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list(mode_name="short bursts", burst=5, burst_accuracy=list(1,0,0,-1,-1), dispersion=list(5, 5, 15)),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, fire_delay_wielded=1, one_hand_fa_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25)),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=5, fire_delay_wielded=1, one_hand_fa_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25)),
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)
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//slower to regain aim, more inaccurate if not wielding
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@@ -181,7 +181,7 @@
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knife_y_offset = 13
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firemodes = list(
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list(mode_name="semiauto", burst=1, fire_delay=8),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, fire_delay_wielded=1, one_hand_fa_penalty=22, burst_accuracy = list(0,-1,-1,-1,-2,-2,-2,-3), dispersion = list(5, 5, 10, 15, 20)),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=5, fire_delay_wielded=1, one_hand_fa_penalty=22, burst_accuracy = list(0,-1,-1,-1,-2,-2,-2,-3), dispersion = list(5, 5, 10, 15, 20)),
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)
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fire_delay = 8
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@@ -394,7 +394,7 @@
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firemodes = list(
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list(mode_name="short bursts", burst=5, burst_accuracy = list(1,0,0,-1,-1), dispersion = list(3, 6, 9)),
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list(mode_name="long bursts", burst=8, burst_accuracy = list(1,0,0,-1,-1,-1,-2,-2), dispersion = list(8)),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, fire_delay_wielded=1, one_hand_fa_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25))
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=5, fire_delay_wielded=1, one_hand_fa_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25))
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)
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var/cover_open = 0
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@@ -129,7 +129,7 @@
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firemodes = list(
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list(mode_name="short bursts", can_autofire=0, burst=6, move_delay=8, burst_accuracy = list(0,-1,-1,-2,-2), dispersion = list(3, 6, 9)),
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list(mode_name="long bursts", can_autofire=0, burst=12, move_delay=9, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(8)),
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=1, fire_delay_wielded=1, one_hand_fa_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25))
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list(mode_name="full auto", can_autofire=1, burst=1, fire_delay=5, fire_delay_wielded=1, one_hand_fa_penalty=12, burst_accuracy = list(0,-1,-1,-2,-2,-2,-3,-3), dispersion = list(5, 10, 15, 20, 25))
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)
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@@ -45,7 +45,7 @@
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/obj/item/projectile/beam/midlaser
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damage = 30
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armor_penetration = 15
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armor_penetration = 25
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/obj/item/projectile/beam/midlaser/skrell
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armor_penetration = 0
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@@ -56,11 +56,11 @@
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/obj/item/projectile/beam/noctiluca
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damage = 20
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armor_penetration = 28
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armor_penetration = 40
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/obj/item/projectile/beam/noctiluca/armor_piercing
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name = "concentrated laser"
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damage = 15
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damage = 20
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armor_penetration = 50
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muzzle_type = /obj/effect/projectile/muzzle/laser/scc
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@@ -88,7 +88,7 @@
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name = "xray beam"
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icon_state = "xray"
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damage = 15
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armor_penetration = 35
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armor_penetration = 50
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muzzle_type = /obj/effect/projectile/muzzle/xray
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tracer_type = /obj/effect/projectile/tracer/xray
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@@ -151,6 +151,7 @@
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/obj/item/projectile/bullet/shotgun
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name = "slug"
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damage = 55
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armor_penetration = 5
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||||
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/obj/item/projectile/bullet/shotgun/beanbag //because beanbags are not bullets
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||||
name = "beanbag"
|
||||
@@ -213,7 +214,7 @@
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||||
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/obj/item/projectile/bullet/rifle/a556
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damage = 30
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||||
armor_penetration = 26
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||||
armor_penetration = 28
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||||
penetrating = FALSE
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||||
|
||||
/obj/item/projectile/bullet/rifle/a556/ap
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@@ -222,8 +223,8 @@
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penetrating = TRUE
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||||
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/obj/item/projectile/bullet/rifle/a556/polymer
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||||
damage = 24
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||||
armor_penetration = 32
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||||
damage = 25
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||||
armor_penetration = 34
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||||
penetrating = FALSE
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||||
|
||||
/obj/item/projectile/bullet/rifle/a145
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||||
@@ -431,7 +432,8 @@
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name = "anti-tank warhead"
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||||
icon_state = "missile"
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||||
damage = 30
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||||
anti_materiel_potential = 3
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||||
armor_penetration = 30
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anti_materiel_potential = 4
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embed = FALSE
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||||
penetrating = FALSE
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||||
armor_penetration = 10
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||||
@@ -444,6 +446,8 @@
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/obj/item/projectile/bullet/recoilless_rifle/peac
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||||
name = "anti-tank missile"
|
||||
icon_state = "peac"
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||||
damage = 45
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||||
damage = 25
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||||
armor_penetration = 35
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||||
anti_materiel_potential = 6
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||||
penetrating = TRUE
|
||||
heavy_impact_range = -1
|
||||
46
html/changelogs/mattatlas-diesirae.yml
Normal file
46
html/changelogs/mattatlas-diesirae.yml
Normal file
@@ -0,0 +1,46 @@
|
||||
################################
|
||||
# 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
|
||||
# wip (For works in progress)
|
||||
# tweak
|
||||
# soundadd
|
||||
# sounddel
|
||||
# rscadd (general adding of nice things)
|
||||
# rscdel (general deleting of nice things)
|
||||
# imageadd
|
||||
# imagedel
|
||||
# maptweak
|
||||
# spellcheck (typo fixes)
|
||||
# experiment
|
||||
# balance
|
||||
# admin
|
||||
# backend
|
||||
# security
|
||||
# refactor
|
||||
#################################
|
||||
|
||||
# Your name.
|
||||
author: MattAtlas
|
||||
|
||||
# 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, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
|
||||
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
|
||||
changes:
|
||||
- balance: "Heavy armour and ballistic armour bullet resist have been buffed by 5 points."
|
||||
- balance: "Security now gets a second burst rifle."
|
||||
- balance: "The PEAC now actually has armour penetration, meaning it will actually do damage. It is not very good against organic targets, however."
|
||||
- balance: "Increased PEAC anti-materiel coefficient to 6."
|
||||
- balance: "Full auto now globally has a 0.5s fire delay, instead of a 0.1s delay."
|
||||
- balance: "Adjusted most other calibers' AP to compensate for armour buffs."
|
||||
@@ -11044,6 +11044,7 @@
|
||||
dir = 4
|
||||
},
|
||||
/obj/effect/floor_decal/industrial/outline/security,
|
||||
/obj/item/gun/projectile/automatic/rifle/jingya,
|
||||
/turf/simulated/floor/tiled/dark/full,
|
||||
/area/horizon/security/armoury)
|
||||
"fCd" = (
|
||||
@@ -30537,6 +30538,8 @@
|
||||
dir = 4
|
||||
},
|
||||
/obj/effect/floor_decal/industrial/outline/security,
|
||||
/obj/item/ammo_magazine/a556/carbine/polymer,
|
||||
/obj/item/ammo_magazine/a556/carbine/polymer,
|
||||
/turf/simulated/floor/tiled/dark/full,
|
||||
/area/horizon/security/armoury)
|
||||
"pdv" = (
|
||||
|
||||
Reference in New Issue
Block a user