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This PR changes the Captain's antique laser to fire hellfire lasers instead of normal ones, which for those who don't know, deal much more grievous burn wounds and slightly more damage (25 burn vs 20). Originally this PR let the Cap's gun switch between normal lasers at the normal energy cost and hellfires at 30% more energy cost, but coiax suggested just making it shoot hellfires only so here we are. This gives the Cap's gun more personality and utility than just being a smaller advanced energy gun without disablers. Hellfire lasers and burn wounds work best against unarmored targets (like, say, a swarm of assistants breaking into your office), so this gives the wielder an extra edge against rowdy crewmembers who need to be brought back into line. It also works out fluff-wise, since hellguns are supposed to be really old laser guns that were so gruesome that NT limited their power to avoid the bad PR that comes with selling war-crime guns, so an antique from before that change would still have them. Plus I think it's funny that the Captain gets a gun that specializes in maiming and disfiguring people.