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courierbravoandGitHub b8c937f9d2 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.
2025-04-07 12:03:01 +00:00

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/obj/item/gun/energy/rifle/icelance
name = "icelance rifle"
desc = "A Tajaran made rifle, it houses a crank-chargable internal battery. It only holds three shots and each shot must be cranked manually."
icon = 'icons/obj/guns/icelance.dmi'
icon_state = "icelance"
item_state = "icelance"
has_item_ratio = FALSE
fire_sound = 'sound/weapons/laser1.ogg'
max_shots = 7
accuracy = -1
accuracy_wielded = 2
fire_delay = 10
fire_delay_wielded = 8
origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 1)
projectile_type = /obj/projectile/beam/midlaser/ice
secondary_projectile_type = null
secondary_fire_sound = null
charge_failure_message = "'s charging socket was removed to make room for a crank."
var/is_charging = FALSE
firemodes = list()
modifystate = null
can_bayonet = TRUE
knife_x_offset = 23
knife_y_offset = 13
desc_extended = "The Tui'ad \"Icelance\" laser rifle is an energy weapon of Tajaran design. Clumsy overheating handguns and rifles that slowly fire long bolts of \
concentrated energy are used by high ranking soldiers or special operatives of the Republican army, but their durability is dubious in comparison to the mass-produced, \
single shot or bolt action rifles that the majority of Tajaran soldiers use."
/obj/item/gun/energy/rifle/icelance/unique_action(mob/living/user)
if(is_charging)
to_chat(user, SPAN_WARNING("You are already charging \the [src]."))
return
if(power_supply.charge < power_supply.maxcharge)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message(
SPAN_NOTICE("\The [user] begins to crank \the [src]!"),
SPAN_NOTICE("You begin to rotate \the [src]'s crank!")
)
playsound(user.loc, 'sound/items/crank.ogg', 60, 1)
is_charging = TRUE
flick("crank", src)
if(do_after(user,2 SECONDS))
to_chat(user, SPAN_NOTICE("You finish charging \the [src]."))
power_supply.give(charge_cost)
update_maptext()
update_icon()
is_charging = FALSE
else
is_charging = FALSE
/obj/item/gun/energy/rifle/icelance/get_cell()
return DEVICE_NO_CELL