Nuke Op Tweaks

In response to feedback:
Dark Gygax no longer has the scattershot. Instead, it has a modestly powerful carbine loaded with incendiary rounds, solidifying its role as a hit-and-run and squad-support platform.
The Mauler now has the scattershot in addition to its existing arsenal, to give it that edge against crowds that you'll need at those higher populations.

Included with the new mecha weapon is a minor code refactoring of mech guns... There shouldn't be any noticable changes to the user. mech code is awful, guys
New sound effect for mecha launchers (Having the same sound effect for projectile launching and exploding drove me nuts.).

Nuke op flamethrowers now start with a full tank.
This commit is contained in:
Cheridan
2013-12-16 23:56:49 -06:00
parent c8c2c9dad1
commit b68eadfb14
8 changed files with 138 additions and 103 deletions

View File

@@ -18,6 +18,7 @@
stun = 5
weaken = 5
/obj/item/projectile/bullet/midbullet2
damage = 25
@@ -26,7 +27,6 @@
damage = 30
/obj/item/projectile/bullet/suffocationbullet//How does this even work?
name = "co bullet"
damage = 20
@@ -51,10 +51,22 @@
weaken = 10
stutter = 10
/obj/item/projectile/bullet/a762
damage = 25
/obj/item/projectile/bullet/incendiary
name = "incendiary bullet"
damage = 20
/obj/item/projectile/bullet/incendiary/on_hit(var/atom/target, var/blocked = 0)
if(istype(target, /mob/living/carbon))
var/mob/living/carbon/M = target
M.adjust_fire_stacks(1)
M.IgniteMob()
/obj/item/projectile/bullet/dart
name = "dart"
icon_state = "cbbolt"