diff --git a/code/game/turfs/walls/wall_types.dm b/code/game/turfs/walls/wall_types.dm index 04c5a0735824..9f3f64ef1f8b 100644 --- a/code/game/turfs/walls/wall_types.dm +++ b/code/game/turfs/walls/wall_types.dm @@ -1102,9 +1102,9 @@ // 75% chance of reflecting projectiles var/chance_to_reflect = 75 - var/reflect_range = 10 + var/reflect_range = 7 - var/brute_multiplier = 0.3 + var/brute_multiplier = 0.1 var/explosive_multiplier = 0.3 var/reflection_multiplier = 0.5 @@ -1112,18 +1112,19 @@ if(src in P.permutated) return - if(!prob(chance_to_reflect)) + if(P.runtime_iff_group) // Iff bullets wont deflect as easy as normal bullets + reflect_range = 3 + chance_to_reflect = 25 + + if(!prob(chance_to_reflect) || P.ammo.flags_ammo_behavior & AMMO_NO_DEFLECT) if(P.ammo.damage_type == BRUTE) P.damage *= brute_multiplier return ..() - if(P.runtime_iff_group || P.ammo.flags_ammo_behavior & AMMO_NO_DEFLECT) - // Bullet gets absorbed if it has IFF or can't be reflected. - return var/obj/item/projectile/new_proj = new(src, construction_data ? construction_data : create_cause_data(initial(name))) new_proj.generate_bullet(P.ammo) new_proj.damage = P.damage * reflection_multiplier // don't make it too punishing - new_proj.accuracy = HIT_ACCURACY_TIER_7 // 35% chance to hit something + new_proj.accuracy = HIT_ACCURACY_TIER_8 // 40% chance to hit something // Move back to who fired you. RegisterSignal(new_proj, COMSIG_BULLET_PRE_HANDLE_TURF, PROC_REF(bullet_ignore_turf)) diff --git a/code/modules/cm_aliens/XenoStructures.dm b/code/modules/cm_aliens/XenoStructures.dm index 08e451407989..8497dea497bf 100644 --- a/code/modules/cm_aliens/XenoStructures.dm +++ b/code/modules/cm_aliens/XenoStructures.dm @@ -187,13 +187,11 @@ layer = RESIN_STRUCTURE_LAYER should_track_build = TRUE var/hivenumber = XENO_HIVE_NORMAL - var/damage = 8 + var/damage = 10 var/penetration = 50 var/target_limbs = list( - "l_leg", "l_foot", - "r_leg", "r_foot" )