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Adds holo-targetting Vulture rounds #5719

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merged 10 commits into from
Feb 20, 2024

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VileBeggar
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@VileBeggar VileBeggar commented Feb 14, 2024

About the pull request

Adds holo-targetting rounds for the Vulture. Their characteristics are:

  • They deal SIGNIFICANTLY LESS damage, down from 400 to 60.
  • They cannot penetrate walls nor mobs.
  • They do not slow down mobs that are hit.
  • When they hit a target, they will "mark them for death", inflicting a holo stack value of 333. This means that they will take 33% more damage from all sources. A balloon alert will be shown to all nearby mobs indicating the mark, along with the holo-target aura itself.
  • They have IFF.

image

The bullet increases the target's max capacity for holo stacks increases by 233 (to 333 in total). Any holo-targetting rounds that hit the mob will be able utilize this cap increase. The holo stacks will completely deplete after 35-ish seconds from the initial impact. It takes 5 seconds for the stack drain to begin, with every second passing after that removing 10 stacks. Other holo-targetting rounds will not modify the rate of stack depletion, keeping it at a firm 10 stacks per second. They will, however, stop the drain for 5 seconds.

image

Explain why it's good for the game

This gun is really fun for the users, encouraging a buddy system that I feel the game desperately needs more of. I will admit that being hit with 400 damage, 50 AP from 2 screens away is not engaging for the opposing side, giving them no counterplay at all.

With these bullets, the Vulture can take a supporting role for the marines instead of being an off-screen death cannon. 33% is a decent damage increase, but it requires multiple marines around the target to truly take advantage of it. Compared to the payoff that a regular Vulture round gives, the lack of IFF for those bullets is understandable. However, given that you NEED friendly troops to get any use out of these rounds, I've given the rounds IFF (with Zonespace's blessing) to broaden the areas and situations where it could get used.

The ammo is still limited as ever, so the sniper team will have to pick their shots. Given how weak the rounds are in comparison to the standard ones, they should rarely be able to snipe off targets on their own (in a rare circumstance that they spot a half-crit xeno, an M4RA with a 4x scope can finish them off just the same).

Is it weak? Too situational? Maybe, but the weapon is very interesting mechanically and I would just like to see it in play a bit more.

The weapon is still ADMIN-ONLY. This will only give the admins a less blunt variant of the Vulture if they choose to spawn in it.

Testing Photographs and Procedure

Screenshots & Videos

How being hit feels:

mobimpact.mp4

General test:

untitled.mp4

Bonus damage testing. The M41A does a base damage of 44. A holo-stack of 333 will result in roughly 44 * 1.33 = 59 damage.

image

Changelog

🆑
add: The Vulture can now be loaded with holo-targetting rounds which have severely hampered ballistic performance, but mark any target that is hit, increasing their damage taken by 33% for a brief period of time.
/:cl:

@github-actions github-actions bot added Sprites Remove the soul from the game. Sound Blast 5 minutes of bass boosted music to our players Feature Feature coder badge labels Feb 14, 2024
@Zonespace27 Zonespace27 self-requested a review February 15, 2024 06:22
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Interesting concept

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@sleepynecrons sleepynecrons added the Sprites Approved confirmed no stray pixels label Feb 18, 2024
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Feb 18, 2024
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@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Feb 19, 2024
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Conflicts have been resolved. A maintainer will review the pull request shortly.

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Might need some tweaking, but this is an admin item so it's not worth a TM

@Zonespace27 Zonespace27 added this pull request to the merge queue Feb 20, 2024
Merged via the queue into cmss13-devs:master with commit fe0134e Feb 20, 2024
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cm13-github added a commit that referenced this pull request Feb 20, 2024
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4 participants