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## About The Pull Request Pipeguns and all subtypes have a 3 tiles knockback when fired pointblank, much like shotguns. Pipe pistols unload the entire magazine in a single rapid burst. This feature extends to the (otherwise unobtainable) regal pipe pistol. Fixes pipe pistols being able to be bayoneted. Junk rounds have their on-hit effects with regards to particular mob biotype effects. ## Why It's Good For The Game Pipe pistols aren't quite as useful as their pipegun counterparts. While every shot together would outdamage the pipegun, the pipegun is just generally more reliable and accurate, even at close range. People prefer to use the pipegun's dependable functionality than gamble with trying to land three shots with the pistol in a melee. So, to encourage the use of pipe pistols up close where they are strongest and make them less of a gamble, the pipe pistol has a much deadlier close range potency while still suffering at long range, which is what the pipegun rifle excels at while having slightly lower damage overall. Also it makes the gun feel more like its a duckfoot gun or something, which is fun. The knockback effect was something lost from when they were a shotgun subtype. I just never got around to re-adding it to any of the iterations of pipeguns. It's a cool feature that is a bit of a shame to lose. It has been a few months with no fix in sight for the element, and I'm not particularly hopeful about it either. It's easier to just have this effect baked into the bullets themselves. ## Changelog 🆑 add: Pipe pistols now magdump their entire magazine when fired. add: Pipeguns and their subtypes have a knockback effect. fix: Pipe pistols cannot be bayoneted, as intended. fix: Junk rounds now actually do their extra damage effects against certain mob types. Borgs across the Spinward tremble at the knowledge that these junk weapons can obliterate them with ease. /🆑