diff --git a/code/modules/cm_marines/dropship_ammo.dm b/code/modules/cm_marines/dropship_ammo.dm index ed420c394bb4..790337ad8c76 100644 --- a/code/modules/cm_marines/dropship_ammo.dm +++ b/code/modules/cm_marines/dropship_ammo.dm @@ -144,8 +144,10 @@ ammo_used_per_firing = 40 point_cost = 275 fire_mission_delay = 2 - var/bullet_spread_range = 3 //how far from the real impact turf can bullets land + var/bullet_spread_range = 4 //how far from the real impact turf can bullets land var/shrapnel_type = /datum/ammo/bullet/shrapnel/gau //For siming 30mm bullet impacts. + var/directhit_damage = 105 //how much damage is to be inficted to a mob, this is here so that we can hit resting mobs. + var/penetration = 10 //AP value pretty much /obj/structure/ship_ammo/heavygun/get_examine_text(mob/user) . = ..() @@ -174,7 +176,7 @@ if(iscarbon(AM)) var/mob/living/M = AM AM.ex_act(EXPLOSION_THRESHOLD_VLOW, null, cause_data) - M.apply_armoured_damage(shrapnel_type.damage,ARMOR_BULLET,BRUTE,null,shrapnel_type.penetration) + M.apply_armoured_damage(directhit_damage,ARMOR_BULLET,BRUTE,null,penetration) else AM.ex_act(EXPLOSION_THRESHOLD_VLOW) if(!soundplaycooldown) //so we don't play the same sound 20 times very fast. @@ -198,10 +200,12 @@ ammo_count = 400 max_ammo_count = 400 ammo_used_per_firing = 40 - bullet_spread_range = 3 + bullet_spread_range = 4 point_cost = 325 fire_mission_delay = 2 shrapnel_type = /datum/ammo/bullet/shrapnel/gau/at + directhit_damage = 80 //how much damage is to be inficted to a mob, this is here so that we can hit resting mobs. + penetration = 40 //AP value pretty much //laser battery