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Laser Musket & Smoothbore Disabler BUFFS (Crank it AND Run) (#86867)
## About The Pull Request This rebalances the Laser Musket and Heroic Laser Musket Replaces glasses with 2 drinking glasses in the crafting recipe Removes 2-handed demand Standard shot damage slightly increased and stamina damage greatly decreased Heroic shot made a 3-round scatter shot, very powerful, damage and stamina damage decreased to compensate Crank-charge weapons, except the thermal revolvers, can be charged while moving Muskets can also be worn on jackets ## Why It's Good For The Game These things were severely underused, and I always kinda wanted them to be crankable while you moved, I just didn't know how. This should also help the Militiamen ERT be less of a joke. I would appreciate balanceposters giving some advice on the numbers if you're seeing this. The heroic musket is incredibly rare, and SHOULD be pretty powerful. ## Changelog 🆑 balance: laser muskets have been rebalanced balance: crank weapons can be charged while moving /🆑
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@@ -44,6 +44,8 @@
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/obj/item/ammo_casing/energy/laser/musket/prime
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projectile_type = /obj/projectile/beam/laser/musket/prime
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pellets = 3
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variance = 10
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/obj/item/ammo_casing/energy/laser/practice
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projectile_type = /obj/projectile/beam/practice
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@@ -13,7 +13,6 @@
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/obj/item/gun/energy/laser/musket/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, require_twohands = TRUE, force_wielded = 10)
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AddComponent( \
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/datum/component/crank_recharge, \
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charging_cell = get_cell(), \
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@@ -21,6 +20,7 @@
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cooldown_time = 2 SECONDS, \
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charge_sound = 'sound/items/weapons/laser_crank.ogg', \
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charge_sound_cooldown_time = 1.8 SECONDS, \
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charge_move = IGNORE_USER_LOC_CHANGE, \
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)
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/obj/item/gun/energy/laser/musket/update_icon_state()
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@@ -54,6 +54,7 @@
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cooldown_time = 2 SECONDS, \
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charge_sound = 'sound/items/weapons/laser_crank.ogg', \
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charge_sound_cooldown_time = 1.8 SECONDS, \
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charge_move = IGNORE_USER_LOC_CHANGE, \
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)
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/obj/item/gun/energy/disabler/smoothbore/add_seclight_point()
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@@ -76,15 +76,15 @@
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name = "low-power laser"
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icon_state = "laser_musket"
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impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser
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damage = 25
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stamina = 40
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damage = 28
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stamina = 35
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light_color = COLOR_STRONG_VIOLET
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weak_against_armour = TRUE
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/obj/projectile/beam/laser/musket/prime
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name = "mid-power laser"
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damage = 30
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stamina = 45
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damage = 25
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stamina = 20
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weak_against_armour = FALSE
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/obj/projectile/beam/weak
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