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SMARTGUN BUFF #202
SMARTGUN BUFF #202
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Lower damage from the boyars (Still a strong anti-armor gun.)
Lower damage from the boyars (Still a strong anti-armor gun.)
This reverts commit 4c70688.
…tile for build up. Changed the smoke grenades to a flare launcher for tank visibility. Increased damage multipliers on tank to factor in it's armor attachments a little better. Turned the Cupola from burst fire to full auto Increased the firing arcs slightly on all secondary tank weapons. Changed support modules on all tank loadouts.
Small increase to damage as i believe the default SG datam is where the APC/M56 tank take their damage from. |
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Let me think about this one, default holo is pretty strong.
Also, you should really learn how to use branches as working off your master branch is generally a bad idea and creates the vomit of commits you see above there.
Oh, for sure. On stand alone testing it wasn't too noticeable of a difference. I totally want to actually see what it would result in practical gameplay. |
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don't really like holorounds, as they feel too "gamey" with blue aura and increased damage for friendlies
if anything, just buff smartguns damage if it feels too weak
Holy commits, Batman! But yeah, what Andro stated. Getting rid of the toggle and upping the damage; the toggle doesn't make any logical or lore sense anyway. Edit: Andro pointed me to the Technical Manual which actually does list the (fuze) selector (you're not actually shooting different rounds, but selecting when they detonate). It's all weird space magic science engineering, but it is lore. Maybe just buff the damage on each round type. Edit x2: Alternative idea. Buff the smartgun damage to lore levels, disallow carrying ammo in belts/pouches. Someone else will need to carry it in a backpack or by hand if you want more. Would be an interesting thing to test out. |
I just don't really like holo rounds sadly. The other PR buffing smartgunners is definitely cooking though so soonTM smartgunners will get some love. |
About the pull request
Sadly, I may or may not of deleted my initial very fun project making the SG take all ammo types when I did a fresh windows install.
HOWEVER, I think in essence this should capture what I was going for and lay the groundwork for a future project with the CO smartgun for PVE.
It carries a slight damage increase for SG's in AP mode as well as grants their regular rounds HOLO targeting effects which I think will help affirm them in the fire support category and let them feel cool when firing off those guns.
Explain why it's good for the game
It's a small damage buff increase to SG's as well as adding a feature that will help solidify team play. When monkey brain see's yellow aura showing hit with holo I am hoping all neurons fire off and everyone moves to focus fire. The damage increase isn't too noticeable and I think it'll make the SG feel better to use.
Changelog
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balance: Changed the SG's base auto type to HOLO rounds. Increased damage on AP rounds.
/:cl: