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M60 retouch, mostly lore, a little statistical #158

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KoishiVibe
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@KoishiVibe KoishiVibe commented Mar 19, 2024

Summary

  • Zeroed out AP, increased damage a little to compensate, though not offsetting. Will three hit incap drones.
    might remove this if it becomes a serious issue, the main thing is the fluff
  • also has slowing and small knockback at close range making it crowd control without huge damage hopefully.
  • New flavortext that makes sense for the M60 to somehow be in 2182 (It's Henjin-Garcia's fault now.)

@KoishiVibe
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errors fixed by latest hopefully.

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KoishiVibe commented Mar 28, 2024

Ok now this should be finished and it should be 100% ready for use. Probably.
*cough
...I won't speak on balance.

@FslashN
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FslashN commented Mar 29, 2024

We'll need to throw this on TM if it isn't already. But otherwise I don't see a problem.

FslashN
FslashN previously approved these changes Mar 29, 2024
@@ -152,16 +152,20 @@
accurate_range = 12

/datum/ammo/bullet/m60
name = "M60 bullet"
name = "frangible machine gun bullet"
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Is there a reason this should be frangible rather than just ball?

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zero AP and such. FMJ I think has like AP5 or AP10 or something elsewhere


/datum/ammo/bullet/m60/on_hit_mob(mob/entity, obj/projectile/bullet)
slowdown(entity, bullet)
pushback(entity, bullet, 3) //at close range you can juggle back a horde which should be nice.
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This is pretty insane 👀

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i dunno how to custom tune it
and... shit, the BIPOD. I... Okay, fine. I can split off the bipod's fire rate buff by making the inbuilt its own separate thing-

@morrowwolf morrowwolf marked this pull request as draft April 1, 2024 16:24
@morrowwolf morrowwolf closed this Apr 11, 2024
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4 participants