Weapon Rebalance Part I: Energy Weapons #9172
Merged
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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 X-Rays are designed to be armour piercing, yet its functionality was superseded by the Laser Cannon just being better at everything.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:
Xeno Tasers:
Disablers:
Phase Weapons:
Lasers
Ionic Weapons: