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Shotgun Overhaul #304
Shotgun Overhaul #304
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This reverts commit 1020dd7.
Conflicts have been resolved. A maintainer will review the pull request shortly. |
uhhh this kinda directly conflicts w/ the use case of the M4RA. not a huge fan :T |
- Lowers slug accuracy by 1 - Increases weakened effect timers for slug, buckshot and spread - increases number of spread projectiles
- 8ga Slugs do an absurd 120 damage and high armor pen leaving your target immobile for 6 seconds or whatever that metric is
- Updates Mk221 onmob - Unloads shotguns by default - Ithaca's are put in wooden crates instead of sleek black ones - Chief Engineer vendors can now vend combat shotguns cause there was a conflict and who cares
- map updates - M79 resprited and had its preload removed
Decided to disable point blank to cease the 6 tile jump East, until we fix it
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…o shotgun-changes
Conflicts have been resolved. A maintainer will review the pull request shortly. |
- HG-37 has same pump speed as the shotgun, fire delay dropped. - Military variant of the HG-37 loses its magic damage multiplier, retains higher shell cap.
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Change instances of apply_effect(x, WEAKEN)
to KnockDown(x)
and Stun(x)
. For example:
target.apply_effect(3.5, WEAKEN)
becomes
target.KnockDown(3.5)
target.Stun(3.5)
This is to keep parity with how existing knockdown effect were changed in the Status Effect update.
Additionally, instances where WEAKEN (now KnockDown/Stun) lasts longer than SLOW/SUPERSLOW makes the SLOW/SUPERSLOW pointless, since they'll expire before the target can move at all. Suggest reducing the WEAKEN duration as appropriate.
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
…o shotgun-changes
Conflicts have been resolved. A maintainer will review the pull request shortly. |
8 gauge dragonsbreath is buck but with incen, it's fun
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. |
- MK221 is now the M120 - M120 UGL now uses functional sprites - Type-23 becomes KS-29/4 and KS-29; riot and tactical variants available - Removed Type23/riot_control in favour of Type23/riot - Removed excess Type23 variants
- Grenade launchers fire faster like da movie
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Either make the indicated slowdowns long enough to matter or remove them. Otherwise looks good.
The intent of this PR is to repurpose the various shotguns into a role of their own as primarily functioning to focus knockback and stun damage to xenomorphs, rather than function as outright killers. The intended goal of this is to fit shotguns better into the gameplay of PvE. Where hordes can easily overwhelm you even with heavy firepower, the shotgun will be able to buy you a moment of relief by knocking back advancing xenomorphs allowing your teammates to sustain accurate fire and maintain your position.