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Biblically Accurate Smartguns #213
Biblically Accurate Smartguns #213
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uhhh, that's a huge buff |
Damage adjusted since first iteration, getting positive feedback on the new values. Awaiting more testing. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Conflicts have been resolved. A maintainer will review the pull request shortly. |
eghhh still not a fan but 42 is better than 50 i guess now up to player preference so idm |
I've played a couple full-length rounds while this pull request was active. []
I know that it does a lot of damage, but I believe that should be the case. It's a Smartgun, after all: a handheld autocannon that fires a larger cartridge than the standard Pulse Rifle. It's the big fucking gun, for when you absolutely need to shred an oncoming stampede of unarmored bugs. If you want to easily counter a Smartgunner, send a Crusher their way. Those fuckers'll tank a hundred armor-shredding bullets without batting an eye, and will always end up killing (or incapacitating) the Smartgunner before dying. If we increase the damage, we should compensate by reducing the amount of drums that the Smartgunner starts with. A combat load of four spare drums (distributed between the Smartgunner and their designated assistant) would make much more sense from a lore-centric standpoint, while also reducing the potential powercreep that such a pull request might generate. You'd still be doing the same amount of overall damage that an unbuffed Smartgun (with six spare drums) would do - you'd just have to rely more on accuracy, instead of blindly spraying everywhere.
Smartgunners can comfortably carry about two spare drums with them, at most. You can theoretically carry up to five drums if you sacrifice your belt slot and pouches, but that means sacrificing your ability to carry additional utilities (like a machete scabbard or pistol belt) and supplies (like medicine and flares) With that in mind, most Smartgunners will burn through their personal supply within twenty minutes: this means that if a Smartgunner wants to actually stay effective for a whole mission, they'll need to coordinate with their squad. You can see this with the 'gun-teams', which - until the test-merge - didn't really exist. I absolutely love the extra roleplay that's spawned from this change, especially when it comes into play during a 'defense' mission (like Whiskey Outpost or Blackstone Bridge). Having to actually use short, controlled bursts to conserve your drum's dwindling belt while your buddy's sprinting a hundred meters to fetch a fresh drum like they're an ammo-jockey in the trenches of Verdun? That shit's absolutely kino, and I hope it stays. [] Overall, I think this pull request is a very good idea. Smartgunners actually have to cooperate with their squad to get the most mileage out of their weapons, and are - in essence - rewarded for roleplaying. I'd prefer that the 'highly precise' bullet damage is increased (and I'm fine if that means the 'armor shredding' bullet damage gets reduced as a result, or the total amount of drums are reduced), since it still feels a little bit anemic. |
I've seen this in action a couple of times with the current values. The damage could be bumped up by another 5 to 47. Maybe an increase in fire rate. Maybe both. The SG doesn't feel all that different than shooting with a regular rifle as of this comment. Which isn't all the surprising given the values. |
I agree, I'm trying to collect some hard stats but most users seem to think it needs to punch up about five more damage on regular. I think I'd leave AP where it is, at least for now, to not trivialize crushers. |
lets try this. increased rate of fire (like 150%), normal vanilla damage values |
I am getting a lot of positive feedback with this ROF buff. I'd like to continue testing this but I think this might be a winner. |
Absolutely. |
commit 6392549 Merge: 5c27cc6 72a1e3f Author: AmoryBlaine <[email protected]> Date: Tue Apr 9 23:38:50 2024 -0400 Merge branch 'PvE-CMSS13:master' into master commit 72a1e3f Author: KoishiVibe <[email protected]> Date: Tue Apr 9 21:04:11 2024 -0500 more fluff, removes kevlar mentions and replaces with venlar (cmss13-devs#188) Co-authored-by: KoishiVibe <[email protected]> Co-authored-by: morrowwolf <[email protected]> commit 0c61b76 Author: DexterDude <[email protected]> Date: Tue Apr 9 21:24:46 2024 -0400 M44 sprite and sound changes (cmss13-devs#196) commit 4475857 Author: morrowwolf <[email protected]> Date: Tue Apr 9 21:22:51 2024 -0400 Medals (cmss13-devs#222) commit 4020295 Author: grifp71 <[email protected]> Date: Tue Apr 9 21:22:20 2024 -0400 Biblically Accurate Smartguns (cmss13-devs#213) Co-authored-by: morrow <[email protected]> commit 5c27cc6 Merge: 298847c 0976be2 Author: AmoryBlaine <[email protected]> Date: Mon Apr 8 17:13:21 2024 -0400 Merge branch 'PvE-CMSS13:master' into master commit 0976be2 Author: AndroBetel <[email protected]> Date: Mon Apr 8 23:30:12 2024 +0300 machetes now have belt slot sprites (cmss13-devs#224) Fix for a previously invisible belt scabbard. commit 1a5b544 Author: grifp71 <[email protected]> Date: Sun Apr 7 19:15:10 2024 -0400 Machetes on back for smartgunners (cmss13-devs#177) commit 784a01f Author: AmoryBlaine <[email protected]> Date: Sat Apr 6 19:00:35 2024 -0400 Fixes horizontal access denied sprite (cmss13-devs#218) Horizontal fix. commit c91382d Author: Nihisohel <[email protected]> Date: Sun Apr 7 00:03:12 2024 +0800 Tactical reload on the move (cmss13-devs#217)
https://docs.google.com/document/d/19WB_cbJ1Yc-Z2byVt4XO66vzVr6A46fC54E8YYfivAs/edit?usp=sharing
Based off of a discussion today in the dev channel that included multiple people including myself, Andro, Morrow and Rock:
Significantly buffs Smartgun damage to be more lore accurate. This thing is a hammer. Fixes some of the fall-off. She's a monster, but you have to be supported by your team or you eat shit.
Shifts the smartgun into more of a crew-served weapon. It now requires an ammo bearer. The smartgunner cannot carry any extra drums. The squad has to do it for him in their satchels or backpacks. Soulful and makes sense as the squad is literally built around the smartgun.
Disallows the smartgun drum from being placed in GP pouches, the G8 belt, and drop pouches. Probably missed something but we'll patch any issues that arise.
Removes SG belts and adds 2 drums that spawned in the belts before hand.
This would work well hand-in-hand with #177
These damage values are not final and need playtested, but I think this is a soulful, cool change that fits the lore and atmosphere and makes the smartgun more interesting.