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Weapon Rebalance Part I: Energy Weapons #9172

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merged 1 commit into from
Aug 5, 2023

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Frenjo
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@Frenjo Frenjo commented Jul 23, 2023

The (hopefully) first part of my series of weapon (and later armour) rebalances in an attempt to make things more fun, more impactful and less spam-click-until-horizontal.

These changes aim to give individual weapons more of a specific niche, and just generally improve some that are underperforming. A notable example is the Laser Cannon vs the X-Ray Laser Gun. X-Rays are designed to be armour piercing, yet its functionality was superseded by the Laser Cannon just being better at everything. The Marksman Energy Rifle also needed a little tune-up to fix the awful accuracy, while lowering the damage and upping the armour penetration to make it less of a 'miss every shot' or 'get killed from off screen without being able to respond' kind of weapon.

Additionally, this PR looks to generally set a floor of 0.6 seconds fire delay for any weapon, with most non-lethal or larger weapons preferring 0.8 seconds or higher where necessary. This is to ensure that firing a weapon is more impactful of a decision than just spam-click emptying a clip into someone and preventing fun from happening.

Finally, the burst laser and associated objects have been renamed to the "burst energy gun", because that's basically what it is and it irked me that it was called a burst laser even though it had stun settings.

More details on the adjusted values are listed below.

Tasers:

  • All Taser weapons: fire delay 0.6 seconds -> 0.8 seconds.
  • Cyborg Taser: shot recharge time 0.7 seconds -> 0.6 seconds, power per shot 400W -> 480W.

Xeno Tasers:

  • All Xeno Taser weapons: fire delay 0.6 seconds -> 0.8 seconds.
  • All Cyborg Xeno Taser weapons: shot recharge time 0.3 seconds -> 0.4 seconds.

Disablers:

  • Disabler: fire delay 0.6 seconds -> 0.8 seconds.
  • Swarm Disabler: fire delay 0.6 seconds -> 0.8 seconds.

Phase Weapons:

  • Cyborg Phase Carbine: shot recharge time 0.7 seconds -> 0.6 seconds.
  • Cyborg Phase Pistol: shot recharge time 0.7 seconds -> 0.6 seconds.

Lasers

  • Advanced Energy Gun: fire delay 0.6 seconds -> 0.8 seconds.
  • Burst Laser: renamed to Burst Energy Gun, semi-automatic fire delay 0.6 seconds -> 0.8 seconds, burst fire delay 0.8 seconds -> 1 second, kill burst power per shot 100W -> 200W.
  • Laser Rifle: suppressive fire delay 0.5 seconds -> 0.6 seconds.
  • Mounted Laser Rifle: suppressive fire delay 0.5 seconds -> 0.6 seconds.
  • Augment Laser Rifle: suppressive fire delay 0.5 seconds -> 0.6 seconds.
  • LR1 Shishi: suppressive fire delay 0.5 seconds -> 0.6 seconds.
  • Mining Laser Rifle: deter fire delay 0.5 seconds -> 0.6 seconds.
  • Laser Cannon: damage 80 -> 75, armour penetration 50 -> 40, shot recharge time 0.4 seconds -> 1 second.
  • Marksman Energy Rifle: accuracy (scoped) 50 -> 75, damage 50 -> 45, armour penetration 10 -> 20.
  • Laser Scattergun: fire delay 0.6 seconds -> 0.8 seconds.
  • X-Ray Laser Gun: damage 25 -> 35, armour penetration 50 -> 60, fire delay 0.6 seconds -> 0.8 seconds.
  • Suppression Gun: armour penetration 75 -> 50, fire delay 0.6 seconds -> 0.8 seconds.

Ionic Weapons:

  • Ion Rifle: fire delay 0.6 seconds -> 0.8 seconds.
  • Ion Pistol: fire delay 0.6 seconds -> 1 second.

Adjusts the fire delays, charge levels and recharge speeds of many energy weapons.

Adjusts the damage of several types of energy beams.

Renames the "burst laser" to the "burst energy gun". Also updates the cargo ordering console's entry to match.

Converts a few weapon-related booleans to use TRUE/FALSE.

Fixes formatting of some weapon fire modes.
@Atermonera Atermonera added the Feature Tweak The PR changes an existing feature in a small way. label Aug 5, 2023
@Atermonera Atermonera merged commit a9c738c into PolarisSS13:master Aug 5, 2023
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@Frenjo Frenjo deleted the energy-weapon-rebalance branch August 8, 2023 20:06
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