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- Based on the 'nerf' to energy relays, they no longer require Illegal Tech to build, and instead a mech clusterbang launcher takes its place for Illegal Tech. Do note however, that this launcher cannot reload, so it would have to be replaced with a new one in order to fire again. Hopefully that would provide some semblance of balance without gimping it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4983 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -748,6 +748,15 @@ datum/design/mech_grenade_launcher
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build_path = "/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang"
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category = "Exosuit Equipment"
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datum/design/clusterbang_launcher
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name = "Exosuit Module Design (SOP-6 Clusterbang Launcher)"
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desc = "A weapon that violates the Geneva Convention at 6 rounds per minute"
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id = "clusterbang_launcher"
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build_type = MECHFAB
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req_tech = list("combat"= 5, "materials" = 5, "syndicate" = 3)
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build_path = "/obj/item/mecha_parts/mecha_equipment/weapon/ballistic/missile_rack/flashbang/clusterbang/limited"
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category = "Exosuit Equipment"
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datum/design/mech_wormhole_gen
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name = "Exosuit Module Design (Localized Wormhole Generator)"
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desc = "An exosuit module that allows generating of small quasi-stable wormholes."
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@@ -807,7 +816,7 @@ datum/design/mech_energy_relay
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desc = "Tesla Energy Relay"
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id = "mech_energy_relay"
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build_type = MECHFAB
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req_tech = list("magnets" = 4, "syndicate" = 3)
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req_tech = list("magnets" = 4, "powerstorage" = 3)
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build_path = "/obj/item/mecha_parts/mecha_equipment/tesla_energy_relay"
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category = "Exosuit Equipment"
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