diff --git a/code/modules/projectiles/ammunition/ballistic/revolver.dm b/code/modules/projectiles/ammunition/ballistic/revolver.dm index 0394b54491bb..c1fba4f1d711 100644 --- a/code/modules/projectiles/ammunition/ballistic/revolver.dm +++ b/code/modules/projectiles/ammunition/ballistic/revolver.dm @@ -11,7 +11,7 @@ desc = "A .357 Ironfeather shell that contains six pellets." projectile_type = /obj/item/projectile/bullet/pellet/a357_ironfeather pellets = 6 - variance = 25 //Same spread and pellets as buckshot + variance = 20 //Same spread and pellets as buckshot /obj/item/ammo_casing/a357/nutcracker name = ".357 Nutcracker bullet casing" diff --git a/code/modules/projectiles/ammunition/ballistic/shotgun.dm b/code/modules/projectiles/ammunition/ballistic/shotgun.dm index 813c4644d16a..04ff0fbbcc6b 100644 --- a/code/modules/projectiles/ammunition/ballistic/shotgun.dm +++ b/code/modules/projectiles/ammunition/ballistic/shotgun.dm @@ -33,7 +33,7 @@ icon_state = "ishell2" projectile_type = /obj/item/projectile/bullet/incendiary/shotgun/dragonsbreath pellets = 5 - variance = 35 + variance = 30 /obj/item/ammo_casing/shotgun/stunslug name = "taser slug" @@ -68,7 +68,7 @@ icon_state = "gshell" projectile_type = /obj/item/projectile/bullet/pellet/shotgun_buckshot pellets = 6 - variance = 25 + variance = 20 /obj/item/ammo_casing/shotgun/buckshot/syndie name = "syndicate buckshot shell" @@ -82,7 +82,7 @@ icon_state = "flshell" projectile_type = /obj/item/projectile/bullet/pellet/shotgun_flechette pellets = 6 - variance = 15 + variance = 10 /obj/item/ammo_casing/shotgun/clownshot name = "buckshot shell..?" @@ -90,7 +90,7 @@ icon_state = "gshell" projectile_type = /obj/item/projectile/bullet/pellet/shotgun_clownshot pellets = 20 - variance = 40 + variance = 35 /obj/item/ammo_casing/shotgun/rubbershot name = "rubber shot" @@ -98,7 +98,7 @@ icon_state = "bshell" projectile_type = /obj/item/projectile/bullet/pellet/shotgun_rubbershot pellets = 6 - variance = 25 + variance = 20 materials = list(/datum/material/iron=4000) /obj/item/ammo_casing/shotgun/improvised @@ -108,7 +108,7 @@ projectile_type = /obj/item/projectile/bullet/pellet/shotgun_improvised materials = list(/datum/material/iron=250) pellets = 10 - variance = 25 + variance = 20 /obj/item/ammo_casing/shotgun/ion name = "ion shell" @@ -117,7 +117,7 @@ icon_state = "ionshell" projectile_type = /obj/item/projectile/ion/weak pellets = 4 - variance = 35 + variance = 30 /obj/item/ammo_casing/shotgun/laserbuckshot name = "laser buckshot" @@ -125,7 +125,7 @@ icon_state = "lshell" projectile_type = /obj/item/projectile/beam/laser/buckshot pellets = 5 - variance = 35 + variance = 30 /obj/item/ammo_casing/shotgun/uraniumpenetrator name = "depleted uranium slug" @@ -141,7 +141,7 @@ icon_state = "fshell" projectile_type = /obj/item/projectile/bullet/pellet/shotgun_cryoshot pellets = 4 - variance = 35 + variance = 30 /obj/item/ammo_casing/shotgun/techshell name = "unloaded technological shell" @@ -206,5 +206,5 @@ desc = "An advanced shotgun shell that uses stored electrical energy to discharge a massive shock on impact, arcing to nearby targets." icon_state = "Thshell" pellets = 3 - variance = 30 + variance = 25 projectile_type = /obj/item/projectile/bullet/pellet/shotgun_thundershot diff --git a/code/modules/projectiles/projectile/bullets/shotgun.dm b/code/modules/projectiles/projectile/bullets/shotgun.dm index e71857ba10d5..5ef09ca09205 100644 --- a/code/modules/projectiles/projectile/bullets/shotgun.dm +++ b/code/modules/projectiles/projectile/bullets/shotgun.dm @@ -1,9 +1,9 @@ /obj/item/projectile/bullet/shotgun/slug name = "12g shotgun slug" speed = 0.5 //Shotgun = slower - var/tile_dropoff = 2 - var/tile_dropoff_s = 1.5 - damage = 46 //About 2/3's the damage of buckshot but doesn't suffer from damage falloff, negative AP, or spread + var/tile_dropoff = 3 + var/tile_dropoff_s = 2.25 + damage = 46 //About 2/3's the damage of buckshot but doesn't suffer from spread or negative AP sharpness = SHARP_POINTY wound_bonus = -30 @@ -70,7 +70,7 @@ /obj/item/projectile/bullet/shotgun/slug/uranium name = "depleted uranium slug" icon_state = "ubullet" - damage = 26 + damage = 35 //Most certainly to drop below 3-shot threshold because of damage falloff armour_penetration = 60 // he he funny round go through armor wound_bonus = -40 penetrating = TRUE //Goes through an infinite number of mobs @@ -81,8 +81,6 @@ damage -= tile_dropoff if(stamina > 0) stamina -= tile_dropoff_s - if(damage < 0 && stamina < 0) - qdel(src) /obj/item/projectile/bullet/pellet speed = 0.5 //Shotgun = slower @@ -92,14 +90,14 @@ /obj/item/projectile/bullet/pellet/shotgun_buckshot name = "buckshot pellet" - damage = 12 //Total of 72 (big) + damage = 11 //Total of 66 wound_bonus = 5 bare_wound_bonus = 5 wound_falloff_tile = -2.5 // low damage + additional dropoff will already curb wounding potential anything past point blank /obj/item/projectile/bullet/pellet/shotgun_buckshot/syndie name = "syndicate buckshot pellet" - damage = 15.5 //3.5 more damage so it sucks less? + damage = 14.5 //3.5 more damage so it sucks less? wound_bonus = 2 bare_wound_bonus = 2 wound_falloff_tile = -2.5 @@ -107,7 +105,7 @@ /obj/item/projectile/bullet/pellet/shotgun_flechette name = "flechette pellet" speed = 0.4 //You're special - damage = 13 + damage = 12 wound_bonus = 4 bare_wound_bonus = 4 armour_penetration = 40 //You're the exception of pellets not sucking against armor because ?? @@ -122,7 +120,7 @@ /obj/item/projectile/bullet/pellet/shotgun_rubbershot name = "rubbershot pellet" damage = 3 - stamina = 14.5 //Total of 87 (very big) + stamina = 13 //Total of 78 with less falloff (very big) sharpness = SHARP_NONE /obj/item/projectile/bullet/pellet/shotgun_cryoshot @@ -142,11 +140,7 @@ damage = 6 wound_bonus = 0 bare_wound_bonus = 7.5 - tile_dropoff = 0.35 //Will likely disappear anyway befoer this really matters - -/obj/item/projectile/bullet/pellet/shotgun_improvised/Initialize() - . = ..() - range = rand(1, 8) + tile_dropoff = 0.35 /obj/item/projectile/bullet/pellet/shotgun_improvised/on_range() do_sparks(1, TRUE, src)