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33636cb603 |
More evac shuttles 2 (#5669)
## About The Pull Request Adds a couple really expensive shuttles. - The gold version of Oh Hi Daniel, being a joke and expensive but not nearly as expensive as - The Vigilante, a long-range syndicate transport shuttle with a cosy layout and also some mobs and a sentience balloon. (Also contains a unique weapon) - The Millionaire Shuttle, a very gold shuttle that's supposed to feel fancy, and also it has some silly custom items. Also adds a "medical bay" pod to the cluster of escape pods, along with making it require an emagged console. Also reduces the breacher's price considering that in hindsight it's not _that_ good of a shuttle. ## Why It's Good For The Game The last time I made some shuttles people kinda liked them, so I decided to make a couple more. ## Proof Of Testing Shuttles are able to be bought and they work just fine. StrongDMM screenshots follow: Gold Daniel - <img width="320" height="352" alt="image" src="https://github.com/user-attachments/assets/cbd57b08-35f3-47e3-929e-629f6a59fd00" /> Vigilante - <img width="896" height="1376" alt="image" src="https://github.com/user-attachments/assets/f5f66209-7271-45b8-938b-4cbad8fbf3ac" /> Millionaire - <img width="608" height="1184" alt="image" src="https://github.com/user-attachments/assets/cd28f2a9-2241-4e01-8516-e8e644a451e0" /> ## Changelog 🆑 add: Adds a couple more dumb expensive evac shuttles. balance: Makes the escape pod cluster shuttle emag only. /🆑 --------- Co-authored-by: Cabbage <supredoode@gmail.com> |
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6304345b60 |
Regal Condor nerf (#5718)
## About The Pull Request Changes the Regal Condor to be less absolutely broken. Changes are as follows: - Damage multiplier on the gun: 1.25 -> 1.00 (effective damage from 62.5 -> 50) - Armour Penetration: 40 -> 30 - Projectile Speed: Hitscan -> 1.75 (a bit faster than average) - Crafting recipe for the gun has been altered: Requires a parts kit purchasable from an uplink instead of 4tc directly where said kit costs 4tc and cannot be discounted, along with being restricted to higher player numbers. - Crafting recipe for the magazines has been tweaked, now requiring a telecrystal per each additional magazine you want to make. - To compensate for the exclusivity of the parts kit, a credit-purchasable one has been made available to the persistence. ## Why It's Good For The Game The regal condor is a ridiculously broken gun and was fortunately not used to it's full potential up until recently, where it became very obvious that it's current state was unacceptable. ## Proof Of Testing Recipe works as intended, and the condor's projectile and damage has successfully changed. The required item is available in the uplink and the percy express console. Actual validation for the uplink restrictions will require live testing, unfortunately. ## Changelog 🆑 balance: Nerfed the Condor's damage performance, and tweaked it's recipe. /🆑 --------- Co-authored-by: Cabbage <supredoode@gmail.com> |
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ffcf01d82a |
Adds the 9mm Speed Loader (#5665)
## About The Pull Request I've added a speed loader usable by the new Protector revolver, sprited by both me and Niim. It holds five 9mm bullets, craftable from both the security fabricator and the autolathe, just like the .38 speedloader. Obviously, it can only hold 9mm bullets, you can't use it to pick up other ammo types. ## Why It's Good For The Game The new revolver is EXTREMELY janky to reload otherwise, only allowing one single bullet at a time from Murphy magazines. ## Proof Of Testing https://files.catbox.moe/zy8hcw.mp4 I've since fixed some spelling mistakes visible in the preview (was speedloader, changed to speed loader) ## Changelog 🆑 IbexGoetia, Niim add: Added a speed loader for the Protector revolver. It holds five 9mm bullets, and can be crafted from the security fabricator and the autolathe. /🆑 |
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50222a9465 |
Adds two new revolvers (#5544)
## About The Pull Request This PR adds two new revolvers to cargo orders. Both are available as a goodie. The security variant fires 9mm Murphy rounds and is orderable via departmental order as well. The Civillian version fires .38 but is slightly innacurate due to poor quality. ## Why It's Good For The Game ### MORE DAKKA ## Proof Of Testing <img width="858" height="762" alt="image" src="https://github.com/user-attachments/assets/5292f6bf-b536-4b69-9588-978d21f4d761" /> <img width="408" height="151" alt="image" src="https://github.com/user-attachments/assets/93f6a7c2-2ed3-46f0-866e-2bcddca42718" /> <img width="689" height="595" alt="image" src="https://github.com/user-attachments/assets/417fc0ac-3634-43d3-b6dd-ade273682fe2" /> <img width="885" height="677" alt="image" src="https://github.com/user-attachments/assets/a6461a4a-8b44-4a67-b92b-9f95841eec5a" /> <img width="1592" height="1069" alt="image" src="https://github.com/user-attachments/assets/7de179ff-6ac8-48f5-885f-dbacdd7881a3" /> ### NEW SPRITES BELOW <img width="197" height="124" alt="image" src="https://github.com/user-attachments/assets/24b93d43-fae1-455b-9d93-e81f84536585" /> <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: 'Protector' revolver. Fires 9mm 'Murphy' with a 5 shot capacity. add: 'Defender' revolver. The 'Defender' is a cheaply manufactured knockoff of the 'Protector'. It fires .38 rounds while being very cheap, at a cost of doing 90% damage and a small accuracy penalty. add: New revolvers to cargo. The 'Protector' is available in a 3 pack via departmental security order as well. Both are available as single pack goodies. image: Sprites for the new revolvers by Niim. /🆑 |
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c540fc3b25 |
Reworks the NT-USP and adds a SMG variant (#5426)
## About The Pull Request I have slightly reworked the NT-USP, renaming it to NT22-HCS 'Enforcer', giving it an original name as opposed to being called after the real life H&K USP (which is notoriously pissy about copyright, among other things), as well as adding lore and flavour to it. I've fixed a minor bug regarding the .22 HL projectiles, which had shrapnel set to null but not embeds, causing the runtime to freak out every time a target was shot with them, as well as making it so that dropped bullets and casings automatically delete themselves, to keep in line with the fact that they are hardlight bullets, instead of actual physical bullets. But the bulk of this PR is the NT22-HCS-MP 'Lancer', a new submachine gun, a direct upgrade of the Enforcer. It's a Machine Pistol with a design based on the MP5 (credits to Niim!), which sports a larger magazine, but is also compatible with the smaller pistol magazines. It deals the same amount of damage as the pistol, both in its regular, stamina draining mode and its 'hacked' mode (which deals the same amount of damage and keeps its -15 chance to cause wounds.) The device that hacks the battery packs into laser weapons is unchanged, and remains as a tech locked behind the Riot Suppression techweb. It can hack both the Enforcer and the Lancer. The Enforcer and the Lancer can be bought from Cargo in goodie packs. The Enforcer costs 600 credits, the Lancer 800. The Enforcer crate, which contains three and is exclusive to security as a departmental order, can be bought for 1100, while a crate of three Lancers can be bought for 1300. Truthfully between the damage (both lethal and stamina) and the costs of the goody/crates, I am not too sure about the numbers, and might need advice from someone who has more experience than me in this. <img width="892" height="410" alt="image" src="https://github.com/user-attachments/assets/34cfbf76-0be5-4e9d-86d1-e86e5281ea1b" /> ## Why It's Good For The Game The NT-USP as-is kind of falls of, currently, being easily supplanted by most other options. The Lancer acts as a straight upgrade that offers a (normally) non-lethal way for security to apprehend criminals at a range. It makes security more diverse while offering different options, instead of having to rely on 'meta' choices, considering that this is a roleplaying game. ## Proof Of Testing File was too big for GitHub. https://files.catbox.moe/50w993.mp4 ## Changelog 🆑 IbexGoetia, Niim fix: .22HL ammunition no longer tries to embed unexistent shrapnel, and no longer materialises casings from nowhere. spellcheck: Renamed NT-USP to NT22-HCS 'Enforcer' add: Added the NT22-HCS-MP 'Lancer', a SMG variant of the Enforcer. It's a roundstart weapon for the Blueshield and a purchase option for security. It comes with larger magazines and a collapsible stock. Credits to Niim for the wonderful SMG sprite! add: Added goodie cases for each variant of the NT22-HCS. /🆑 |
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e49c0ab139 |
MORE roundstart implants because I looked at Cyberpunk sourcebooks once (#5471)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds an amount of extra implants for roundstart. Most are not *super* useful with the exception of a couple. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game This PR would allow for more flavour options for those who have augged characters. It's kinda difficult to RP having implants if you can't mechanically HAVE some implants from the get-go. Multiple people have expressed interest in something like this. There is a severe lack of Not-Illegal implants that you can acquire relatively early and I wish to alleviate this. The implanted recorder may allow for some blackmail strategy if playing as an antagonist. Fixes bug with lighter implant. The blaster is a very shitty dart flinger. The only real benefit is that it's implanted. You can't move while priming it, same as a rebar crossbow. 10% chance to jam, 50% chance to unjam. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing <img width="377" height="297" alt="image" src="https://github.com/user-attachments/assets/b5f6b294-bd36-465b-b8a0-4ae5a124da20" /> https://github.com/user-attachments/assets/c0448ec2-b595-4b1b-9568-5826d10d0755 https://github.com/user-attachments/assets/b871af26-607a-4a94-973f-37c32298a8a7 https://github.com/user-attachments/assets/4246f1f5-bde9-4fc9-a3e1-aa0d6e3c41ce <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> <details> <summary>Screenshots/Videos</summary> </details> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Synth charging implant to Markings/Organs so you can choose what arm it goes in. add: Various arm implanted items to Markings/Organs. These include; A seclite, four colour pen and tape recorder. add: Chest implant; Internal wound analyser. Analyses your own wounds to get treatment info and make bandaging yourself faster. Does not show any other info. It's a wound analyser. add: Roundstart STANDARD nutriment implant. It gets you to 35% nutrition at most, does not remove negative "I'm Hungry!" moodlet. You will still need to eat Actual Food. Pay your station chef. add: Implanted 3 shot Donksoft gun. This is buyable from cargo. Mechanically operates like a rebar crossbow. Small chance (10%) to jam just because its funny. add: New implants to cargo goodies. add: Manual shield moth eyes to roundstart. Same as the other ones but moth flavoured. Same weakness to flash as normal moth eyes when shield is not in use. By virtue of them being cybernetic, they will not heal over time, same as any others. add: Invisible version of the civilian HUD implant for roundstart. No more green eye if you don't want it. sprite: Added sprite by the wonderful Niim for the donksoft implant. sprite: Added sprites for the seclite implant in-hand. Stole sprite from the seclite sprite used when attached to guns for item sprite. fix: Lighter implant only working for right arm. Whoops. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> |
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0e69e8b227 |
Buffs the murphy a little bit because I didn't die to it once (#5438)
## About The Pull Request Buffs the murphy mag to 14 shots, up from 10 Buffs the murphy rocket mags to 10 shots, up from 8. Gives the murphy bullets Twenty AP. ## Why It's Good For The Game The murphy, as it stands, is not good. It is relegated to being a dedicated "Simplemobs And Tider Repellant Gun" (which admittedly is its original purpose). This is all fine in its own right, however, nowhere does it state this outright. What this leads to is either it being replaced for better options off the bat, or new and clueless security players being unaware of just how weak it is, and then dying because of it as it is their standard-issue pistol. In its current state it takes 10 shots to crit a redsuit. That is One Full Magazine. After this PR? It's 8 shots whilst you have a magazine size of 14. Still quite a few shots to crit and it means almost every other security weapon is better at being lethal especially due to the murphys slow firerrate, but it at least gives you more of a chance, as well as being able to miss any shots at all. This will not suddenly turn the gun into The Meta. These are some minor adjustements to hopefully have it feel good to use in the slightest. ## Proof Of Testing numbers changes <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 balance: Murphy bullets now have a twenty AP. balance: Murphy magazines now fit 14 bullets, up from 10. Murphy rocket mags fit 10, up from 8. /🆑 |
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d70a36f433 |
What if disablers... werent lame? (#5239)
## About The Pull Request Port of https://github.com/yogstation13/Yogstation/pull/16414 Adds the NT-USP. A ballistic disabler that fires hardlight bullets. These fly faster, but do less stamina damage per shot than a normal disabler. The gun itself can also be suppressed which is rad. The gun comes with a spare magazine, which can be charged in a charger like a normal gun. also ports the patch from https://github.com/yogstation13/Yogstation/pull/17501 this allows you to convert your magazines to lethal ones with a kit. This kit is locked behind riot suppression. ## Why It's Good For The Game Energy and pepperballs only (lame) Ballistics are cooler! Gives a trade off weapon besides the taser for people to take, and gives the suppressor a use. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="471" height="402" alt="image" src="https://github.com/user-attachments/assets/4f0427b6-ded8-4bed-8ace-bc714c02ea1d" /> <img width="122" height="108" alt="image" src="https://github.com/user-attachments/assets/54351387-6ed8-4b99-a864-092037edbfe1" /> <img width="82" height="63" alt="Screenshot 2026-02-09 200431" src="https://github.com/user-attachments/assets/2df532b7-1895-4a86-8837-c2539e15a680" /> </details> ## Changelog 🆑 add: New gun available for sec, the NT-USP. A disabler alternative that isn't lame! /🆑 |
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3dbe32ddb9 |
Murphy lore (#4443)
## About The Pull Request Patches up some holes in the Murphy's descriptions, in the style of classic guns such as the overheating WT, cancer-giving advanced egun and other mad-science corpo-money-grabbing pieces of lore. ## Why It's Good For The Game Someone pointed out it's not a satisfying enough description, so I redid it. Doesn't affect gameplay. Compiles. Etc etc. <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 add: Murphy's lore and descriptions adjusted /🆑 |
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61031f6cfb |
Skyrat gun removal (#3697)
## About The Pull Request HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll Ammo removals: IHDF Rubber (non-.38, non-shotgun, nukie ones stay since it'd require overrides. They were never purchasable to begin with.) Stardust Magnum Express .460 Rowland .457 Government MCR magazines .40 Sol Hornet's nest Gun removals: MCR's .457 revolver M4A5 .460 Rowland revolver CCK GP-7 R10 revolver Guns made inaccessible: NRI guns (including derringer, bobr, plasmas, Miecz) Sol35 (Tarkon, sol ERT, gateway, adminspawn) Sol40 (Tarkon, sol ERT, gateway, adminspawn) Trappiste caliber (wespe, some already adminspawn weapons) Turret adjustments: Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30 dmg every 1.5 seconds (old)) Stinger - 4.6x30mm instead of .35, matching damage Colonist - .45 added instead of sol40, matching damage Hoplite - Same as above Armoury: Armoury spawned MCRs replaced with laser guns and energy guns SMG's and rifles with WT If there would be a case with two separate spawns of a WT, the other is gone. Breaching shell boxes do not spawn in the armoury (they were capable of 1 shotting a dark mauler I wish I was kidding) Lathe: 9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm murphy magazine is. It fits in 9mm firing turrets and the murphy. ## Why It's Good For The Game Give me like a couple days and I'll fill this out. I doubt anyone who is already pro-skyrat-gun will change their mind but it's good to rationalize the decision regardless. Find this out as in lay it out on paper. EDIT 1: Adding the first part # Foreword This PR is a *draft*. That means a lot of things are subject to change, a lot of things can be disorganized and a lot of things will be done unoptimally. Going forwards, do keep in mind, the decision-making process behind "remove entirely" and "virtually remove" will not be dependant on us going forwards, as the decision on this matter requires maintainer input more than any other. Next, the delay. I simply am not a machine, neither are other people onboard this project. With different timezones, it was important to find what isn't working so I can relay it to people in working hours. Without further ado, ## The case of the ammo types and workbench The ammunitions workbench is a machine that provides ammunition into clips, refilling them. The ammunition workbench is also the source of a multitude of alternate ammunition types. It has with itself brought several issues that at least would warrant a rework or heavy adjustments: 1. Contraband ammunitions. There is no real reason that the entire security department, or even a single crewmember should be accessing phasic weapons in the form of printable ammotypes. The argument of "the pipegun having it" doesn't do it favours, as the way you get it is an 8% chance on crafting a junk round for a bulky gun and the only way to find out if you actually have it is checking each shell individually with a bandolier. 2. Complimentary with the removals. Most use cases for this machine are refilling the magazines you can order or get alongside your weapons. This collides with the protolathe, which sources most of our upstream-based ammunition instead. With the skyrat weapons gone, this machine becomes redundant. You may claim that it's still useful in saving on materials, where you would be right! However is it worth to have and maintain an entirely separate structure, with it's own mechanics, map placements, etc. to get a benefit equal to 1.6x more bang for the buck? At the end of the day, splitting ways of getting ammo across a single room for something so miniscule compared to the bloat it adds is pointless. # The weapons, why should they go, one by one. ### RomTech Flechette rifles Compared to a standard laser gun, which is in all means our baseline of ranged damage in ss13 - being the default armoury weapon, the default laser for turrets and default laser for mobs. Better yet, let's compare it to that and the default ballistic option that we have from TG. What turns out, is that not only is the romtech carbine faster at killing than the laser, but also rivals the WT with a split second of difference in ttk in the favour of the romtech. Let's assume it's human error and the WT is better TTK wise, just as an experiment. Clearly, there must be a tradeoff, somewhere, right? One that balances them all out to be equal weapons in the grand scale of things, contemporaries! Well, no, not really. Not even close. The carbine can be folded to fit in bags, that's one thing. The carbine has more ammo, that's another thing. Bursts are harder to dodge than series shots since they cover more perpendicular ground when attempting to dodge projectiles, as is staple for ss13 combat. Burst weapons are advantageous in applying more damage quicker, as you can see on the videos - and initial damage, an alpha strike, applies movement slowdown, ensuring future projectiles connect easier and the target cannot run. It might be a coincidence that the only /tg/ derived weapons that fire burst are adminspawn ERT or the Nukie weapons. But it doesn't end here, no, the RomTech's ammunition alone would warrant a complete overhaul if not a removal. **steel ball** <p> Takes 9 shots to stamcrit, deals mixed damage - further increasing the amount of slowdown applied, and not only is it MUCH faster at stamcritting than a disabler is, it also leaves the target with 70 damage. Over half their healthbar. Severely overtuned with little counterplay availible, alpha strike monster that is better at disabling than disablers and better at stopping people dead in their tracks than rifles, and if you look at our anti-stun, we have less than ever on antagonists with Adrenal implants gone, Adreanaline Glands reworked, etc, etc... </p> **Penetrator** NT's answer to armour! The penetrator has 60 AP and otherwise the same damage as the AP WT rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates it's predecessor whilst being orderable roundstart, and not only that, but it can fully ignore elite modsuits on nukeops. Not every mechanic has to have a counter, there's no direct counter to someone healing after a fight, there is no direct counter to having multiple shots, and there shouldn't be a full nullification of armour for such a low cost. There shouldn't be one for a crew that can mass produce these, ever. **Magnesium** Arguably fine, 12 firestacks per shot is still quite insane for a lower chance of friendly fire compared to original incediary hot turfs, **Ripper** Steel ball, but even worse. They don't embed a single time, ***this embeds every time***. It takes several seconds to take out. Actually, let's compare this gun's bullets to ninja stars. - 2 times the embed chance at 200 vs 100 - 8 times the jostle chance at 80 vs 10 - Comparable fall chance, at 1 vs 0 - More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage - More pain chance, at 70 vs 15 - Less pain modifier, at 2 vs 5 - Takes longer to take out, 5 seconds vs 3 - Jostling pain is the same ### One problem. There's three of those fired per burst, cannot be caught either. And the armour pen is the same. in conclusion, every aspect of this gun is unhealthy for the game, from it's gimmick, to it's execution, to it's stats, to it's ammo, to it's consistency, to it's firing mode, to it being able to be currently worn on sec belts along disablers - up to 4, if I remember correct. No reworks. It has to go. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 del: Removed breaching slugs from crew (not to be confused with frangible. These ones 1 shot mechs) del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10 revolver, M4A5, and their associated ammo types. del: Removed ammunition types: IHDF, rubber variants excluding .38/shotgun/nukie, stardust, magnum, express, hornet's nest del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr, derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible to crew, kept for ERT/Gateway/Flavour/Admin reasons balance: Turrets which use a removed calibre have been adjusted into either that of the WT's, Ceres (still printable) or 9mm. balance: WT's replace missing sindanos across armouries, laser guns and eguns replace the missing MCR's. /🆑 --------- Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com> |
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01eae8710b |
Bubberstation gun replacements part 1: Murphy service pistol [part of skyrat removal PR] (#3949)
## About The Pull Request Feedback here: https://discord.com/channels/1059199070016655462/1381309027849474169 This PR is a complimentary PR that fills in the widest gaps left by the now-removed arrangement of guns. The focus is on making security still have a very reliable sidearm that is interesting and provides relevance even in the later game. It is also perfectly usable as a regular weapon without all the fluff. This PR is one of 5 total, and with being asked to atomize my things, it will be the first one to try out for testmerge. # This PR only adds the murphy, rest is data on all plans and guns ## 'Murphy' security pistol ``This 9 mm monster was developed during the very first body-modding craze by NanoTrasen, built with every what-if in mind, this timeless brick is near-incapable of failure. 60% more bullet-per-bullet ammo may not have helped it's killing power, but it sure helped this gun hit like an actual brick when used as a bludgeon. Not only that, but it's 'anti-lawsuit' heavy trigger design allows for safe spinning, if one can handle it and not hit anyone with the magazine flying out the handle...`` - 20 damage shots - 10 bullet magazines - baton-equivilent pistol whip damage - increased throw force - press Z when the gun is dry to reload your gun over (2-3 seconds, DRAFT, as I said). This can be done on the move and you do not need your other hand empty to do this. - toggleable setting, off by default, ejects your magazines for a tiny bit of extra damage. - researchable magazines that pack only 8 rounds in return for dealing [30-40, up to adjustment] damage. [knockdown is being discussed] ## Upcoming: Personality Core Eguns, The SC-3 Aren't you tired of old eguns? The blandness of them? Their low amount of potential upgrades? Well fear not, as with every arms race, Allstar has made developments of their own. *lightly* copying the homework off their more morally corrupt competitors, personality modules. So how's it compare to an egun? - Radial menu is a bit clunkier to use - Comes with a free combat knife as a module - Will loudly proclaim your location when emp'd due to a personaltiy module - Is practically the same combat-wise as the egun if you were to micromanage a combat knife alongside it. It's a third-degree, but was highly requested, and not only! (I say equivilent to combat knife because I am about to release an ERT buff PR) **As you can impact what the final modules are with this poll** https://forms.gle/d3Fst6ZLWYTb8mDo7 --## Plasma Gun [the most wip of them all] - Magazine fed bulky weapon - We hear concerns about vampires being too strong, so this weapon's shots damage scales depending on the amount of shots a target has received from this particular gun. No, 5 officers with the same gun will not be more effective than one. - Due to it's high power (if you can mind the damage rampup), it's also highly expensive and volatile. You shouldn't let one of those armaments explode, lest it's core bursts. (Gibtonite effect upon being caught in a heavy explosion, after some time). -- This weapon is not needed for the game balance, instead, focus is shifted to rebalancing the Kiboko to be a usable gun. The aim will be to have it to take on a more supportive role, being effective at applying firestacks and providing smoke if need be. The kiboko will become a tool that will require itself to be roundstart only, or at least dep-order only as to prevent it from being a recurring threat if dealt with once already. - Buff damage from 20 -> 30 on hit - Buff projectile velocity - Remove practise and shrapnel rounds - Remove delay between hitting target and exploding (if on the same tile) - Grenades will now explode even if they score a direct hit - Less deadly fire grenades (up to 100+ damage per one currently if met on an unarmored target in close proximity, will likely make it less damaging but more consistent) Planned addition: Breacher rounds: The kiboko's breacher rounds are inspired by the strange delay they initially had and how it felt reminiscent of R6's Ash. Frangible slugs are not often used as it takes away ammo from a main weapon, they are also clunkier and require several rounds. They have their place but are overall quite messy. What breacher rounds will do is cause a delayed (mostly cosmetic) explosion after striking a target object, structure or person. The delay will be larger if the integrity of the object hit is large, scaling. This isn't the end of the world as it will still be the quickest or at least easiest way to tear down walls and airlocks. This also provides some time to take out any shields, weapons and prime grenades while waiting on the charge to drill deeper and have the fuse detonate. ## Why It's Good For The Game (will update this, currently my exams are approaching very quickly, so please be understanding for needing yet more time. Work speed will pick up drastically once that is over. ) New security get a gun that is easy and convenient to use. The gun is not meant to be your main tool of dealing with threats such as traitor, rather your backup plan. As such, it benefits from okay-ish stats for melee combat once you run out of everything. It shakes up the belt-storage meta, making magazines more enticing of a choice considering the potential of unloading very consistent fire if one is to use that room. For threats that are more slippery or plentiful such as carps or spiders this gun's aforementioned consistency crowns over other ones. Lastly, in those scenarios it helps you keep your shield up and keep dishing out damage. Turn off your brain for once with the Murphy. Highly requested bit of fun gun customization, will come with multiple personality matrices. ~~ Helps security and crew with dealing with extremely defensive and bulky threats. Be it a nukie, mech or vampire, if the user maintains healthy social distancing then the tables will turn quickly, forcing antagonists to reconsider their approach and introduces a gun that while possible to use personally, becomes much better with team-oriented protective playstyles. ~~ I have discussed this heavily with my team and they have reassured me that the current threats are not as bad as it would have initially seemed. The tools to deal with that already exist. The kiboko's rounds can be outran which makes it only a good breaching weapon, as a breaching weapon it is outclassed by almost anything else as anyone can block the grenade with their body for a measely 20 damage pre-armour, and then there's the fact it's shrapnel rounds cause weeping avulsions near-guaranteedly if they hit. It's a mess. Again, disclaimer, the values are not final, will be likely changed, aspects such as how the guns work are being discussed and the visual aspects are going to be handled last. The necessity of more is being discussed as 5 concepts of guns were scrapped, 2 of which mid-development. ## Proof Of Testing To be done, you can find discussion pertaining this in the skyrat gun removal thread. ## Changelog 🆑 add: Added a security sidearm - the Murphy service pistol. Spin to reload with ammo from your belt slot, toggle launch-ejecting mags (and special mags) for a little (or a lot) extra damage. Show the last person to have laughed at your gun why your 'brick' is called a brick by pistolwhipping them (baton equivalent damage on hit, stronger throw). add: 9mm security caliber for the murphy. /🆑 --------- Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> |
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468afa292d |
Adds the WT-551, Unskyrats the WT-550 ammo (#655)
## About The Pull Request ## The WT-551  This adds the WT-551. A remade version of the WT-550 that is worse in every way. Fortunately, that means that it is balanced enough to be put in NanoTrasen armories. Compared tot he WT-551, it is bulkier and slightly slower (0.3 second fire delay compared to 0.2). Additionally, it is commonly used with rubber-tipped rounds or FlatHead rounds, which are a special surplus of ammo that deals less damage and has no wounding, embedding, or penetrative power. Regular ammo can be purchased from cargo or researched later, with special ammo also being available later. Note that this does not replace the WT-550. ## FlatHead ammo  Flathead ammo deals 18 brute damage (compared to the original 20), and 5 stamina damage per hit. It is extremely weak against armor, has no embed chance, has virtually no wounding chance. It's perfect for cheap corporate companies dealing with cheaper personnel. This is the type of lethal ammo that security will use for the gun, unless someone speedruns weapon research. ## Research Progression  ### Basic WT-550/WT-551 Ammunition. Flathead rounds and Rubber rounds for the WT-550/WT-551 can be researched for 2500 points after unlocking the "Weapon Development Technology" node. ### Advanced WT-550/WT-551 Ammunition. Regular rounds and AP rounds for the WT-550/WT-551 can be researched can be researched for 5000 points after unlocking the "Advanced Weapon Development Technology" and "Basic WT-550/WT-551 Ammunition" nodes. ### Illegal WT-550/WT-551 Ammunition. Incendiary rounds for the WT-550/WT-551 can be researched can be researched for 7500 points after unlocking the "Illegal Technology", "Exotic Ammo" , and "Advanced WT-550/WT-551 Ammunition" nodes. ### Syndicate Research Removes the WT-550 ammo from syndicate research since it is now redundant. ## Cargo  WT-551 rifles can be ordered in pairs (2) for the cost of a parrot, a grilling starter pack, or a crab rocket (1600 credits). This value was chosen because it is slightly higher than the thermal pistols, and the traitor-ordered WT-550 rifle pack (which contains lethal ammo + spare lethal ammo). Additional FlatHead, Rubber, and Regular ammo can be ordered from cargo as well. Cargo techs no longer get WT-550s in the mail, but instead WT-551s (why was this a thing holy shit). ## Armory  2 WT-551s can be found in the armory. For balance purposes one (1) laser rifle was removed. ## I hate Skyrat so much holy shit  Unfucks the WT-550 ammo types by removing their dumb names and changed caliber types. Unfucks the WT-550 ammo in the ammo printer so that rubber rounds can be printed at T0 and everything else (except incendiary rounds) can be printed with the adv munitions disk. The bullets for the WT-550 have been forcibly changed to /tg/ balance, which means that any and all future Skyrat PRs cannot touch the damage values for it (unless some fuckery occurs, idk). ## Why It's Good For The Game  Security is in dire need of actual ballistics. /tg/ removed ballistics from security because of reasons I legitimately don't think are valid. It's also a huge balance concern for security not to have at least 1 ballistic weapon (other than the shotgun) because it doesn't stop antags from hoarding laser immunity or meds. Also guns are cool. ## Changelog 🆑 BurgerBB add: Adds the WT-551 rifle, a redesign of the WT-550 rifle that is balanced (citation needed) for security use. add: Makes WT-550 ammo researchable and orderable from cargo. Removes WT-550 ammo from syndicate research, and gives them their own categories. /🆑 --------- Co-authored-by: StrangeWeirdKitten <95130227+StrangeWeirdKitten@users.noreply.github.com> Co-authored-by: ReturnToZender <donwest947@gmail.com> |