-
Notifications
You must be signed in to change notification settings - Fork 566
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
M707 "Vulture" Anti-Materiel Rifle #4253
Conversation
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
This comment was marked as off-topic.
Conflicts have been resolved. A maintainer will review the pull request shortly. |
Co-authored-by: harryob <[email protected]>
…into m707-vulture
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
code and balance approved (because it aint in the game loop)
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
About the pull request
The M707 is not made player-accessible in this PR.
Adds the M707 "Vulture" anti-materiel rifle to the game. Design doc here.
The M707 is meant to take the place of a heavy support weapon, not unlike the mortar. It is a 20mm bolt-action rifle, capable of loading from 4-round magazines. Each round does 400 damage with full AP (50), but it is not a simple task to fire the weapon. The gun, being as high-caliber as it is, will immediately break your arm & hand if you do not fire it without use of the built-in bipod. In addition, its accuracy is massively reduced below its ideal range (10 tiles), which means the scope is necessary to be used.
The scope does not function like a regular scope. (see screenshot section for details) Instead, it shows a 5x5 area (the rest is blacked out) 12 tiles ahead, with an aiming reticle in the center. The aiming reticle will drift over time within the 5x5, requiring you to re-adjust or use the Hold Breath ability to temporarily stop the sway. If you open up the scope's UI, you will be able to modify the scope and the reticle's location, one tile at a time, very slowly.
To assist with this, the Vulture comes with a spotting scope & tripod. A secondary user is able to assemble and use the spotting scope. The scope is a complement to the Vulture's, allowing a communicative team to become far more effective. The spotter's view, on use, will be locked to the location of the Vulture scope. However, the spotter's view is not locked to a 5x5 area, instead getting a view of the full area, on top of an extra 2 tiles (in each direction) of view range. Finally, both the spotter and sniper's scopes have night vision equivalent to an SG's goggles.
The bullet itself is a powerful beast. Powerful enough to pierce walls, people, and barricades, but with 2 caveats. The first is that every wall/cade penetration removes 75 damage from the round, and any cades/tables that the round passes over will be immediately destroyed by the round. In addition, anyone in a large range will hear the report of the rifle sound and the direction it came from.
Update as of 8/31:
Vulture and its spotter scope now require a pamphlet to use (a pamphlet gives the trait needed to use both), guncase spawns with 2.
Explain why it's good for the game
It's a unique weapon that encourages communication inside a team, while simultaneously not contributing to the IFF ungaball. The weapon promotes thoughtful gameplay and repositioning to be able to hit a target without friendlies getting in the way or getting overrun.
Screenshots
Screenshots & Videos
Scope UI
The vulture's scope.
Sniper's nest
Closeup
Spotter's vision
Changelog
🆑 Zonepace, Thwomper
add: Added the M707 "Vulture" anti-materiel rifle. Not currently player-obtainable. Credit to Tophat and Kaga for the lore description.
/:cl: