Commit Graph
4 Commits
Author SHA1 Message Date
necromanceranneandRoxy d28c4d7588 Replaces the surplus rifle from the gang mode era with the Sakhno SKS semi-automatic rifle (#89453)
## About The Pull Request

No. Not the Sakhno M2442 Army. It isn't the Sakhno Precision Rifle. I'm
talking about the dinky shitty rifle you find in the snow resort away
mission. The one with a 3 second cooldown between shots and fires 10mm.

The Sakhno SKS semi-automatic rifle fires at the same rate as standard
semi-automatic weapons, and fires .310 Strilka caseless rounds. It has a
x0.5 damage multiplier (so does 30 damage rather than 60 damage per
shot), and has 10 rounds in its internal magazine. Stripper clips come
in sets of 5, so you'll need two clips to fully load the rifle.


![image](https://github.com/user-attachments/assets/5de3752f-a664-4c8f-8d44-9f3ea6a3d8d1)

You can get the Chekhov version of the weapon from the resort, but you
can also acquire a parts kit from the black market. Put together with a
stock and receiver, you get yourself a (empty) fresh new SKS. You can
also acquire the ammo via the black market as well.


![image](https://github.com/user-attachments/assets/d5af5abd-3dba-463d-81dd-402291f534b6)

## Why It's Good For The Game

This gun is a travesty. It is so ancient that it can be carbon dated to
around when our codebase was moved to Github. It actively has the worst
statistic of any weapon in the game. And it exists in this strange
half-existence in a ruin as, I guess, some purpose that is barely
understood or remembered today.

The irony of it being called Chekhov's gun yet finding no functional use
in the map is either the joke itself, or a failing of the map.

Anyway, so I decided to go all out and replace it with an SKS. Because I
figured someone would like that.

## Changelog
🆑
add: Replaces the 10mm semi-automatic surplus rifle with the Sakhno SKS
semi-automatic rifle.
add: You can acquire a SKS parts kit from the black market.
/🆑
2025-03-12 16:37:18 -04:00
necromanceranneandGitHub 85707b3459 Cargo can source lethal shotgun shells at a premium via Imports. Rebalances shotgun shells. (#89125) 2025-01-24 22:03:59 +00:00
RhialsandGitHub 7b1a0daad2 DRAGnet snares now use a dedicated beacon instead of the station teleporter (#84118)
## About The Pull Request

This sets up an alternative to the DRAGnet snares using the teleporter
to determine the destination of their snare teleport -- The DRAGnet
beacon.

![drag
net](https://github.com/tgstation/tgstation/assets/28870487/0084d4d9-378f-4896-bc88-0685d6407999)

Rather than using a convoluted system that routes via the teleporter,
DRAGnets can now by synced with a DRAGnet beacon. When snare rounds are
fired and successfully teleport a target, they will instead be sent to
the synced beacon. Syncing can be done by either pressing the gun to the
beacon or vice-versa.

These beacons can be wrenched into place, then swiped with a security ID
to block them from being unwrenched. An emag will unlock and unwrench
the beacon, and fry its access control.

To facilitate this change, roundstart DRAGnet armory spawns are now done
through spawners (like the other weapons), which includes a single
beacon to be used by the two guns. You can print more with basic sec
tech, and one is included in the DRAGnet crate from cargo.

The teleport is also slightly more accurate, to make it more consistent.
As usual, if not synced to a beacon, DRAGnets will just teleport your
target willy-nilly.
## Why It's Good For The Game

The current system is both clunky and prone to mishaps, dissuading
players from engaging with it. The "active" teleporter concept has
always been a bit of a mystery to players, and when a system for
properly using the DRAGnet teleport is set up, it's incredibly easy to
break even on accident. Every time you teleport a prisoner you have to
pray that no bumbling space explorer decided to reroute the teleporter
to the abandoned satellite.

This system is much more clear and reliable. It's also more versatile,
allowing for multiple teleport networks to be set up simultaneously.
Security is starved for creativity at times. They deserve to be able to
do some wacky dynamic stuff with their tools.
## Changelog
🆑 Rhials
balance: DRAGnets now come with a beacon they can be synced to, which
will set the destination for the snare round's teleport ability.
/🆑
2024-06-20 10:19:30 -07:00
b6d48e12d7 Converts sec armories to using the (not) random mapping spawners (#76392)
## About The Pull Request
Title.

## Why It's Good For The Game
Armories aren't really a dense area mapping wise, just a few guns there,
armor there, and some fluff security stuff (like HUDs or whatever).

This PR just converts most of the heavy stuff (armor, helmets, guns)
into spawning helpers with the aim to make mapping armories just a tad
bit quicker and easier.

The only thing this does kinda nuke is the neatly stacked stuff, which
the mapping helpers kinda suck at doing, but its not totally woeful.

## Changelog

🆑 Jolly, timothymtorres
code: Jolly: Armories across all maps have been tweaked slightly. Report
to a Nanotrasen security advisor for any missing guns, armor, helmets or
anything else that was there previously (that means, post an issue on
Github if theres an issue!!)
code: timothymtorres: Random item spawners now support better control of
their X/Y pixel offset.
/🆑

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-07-06 19:11:01 -07:00