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Adds holo-targetting Vulture rounds #5719
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Interesting concept
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. |
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Might need some tweaking, but this is an admin item so it's not worth a TM
About the pull request
Adds holo-targetting rounds for the Vulture. Their characteristics are:
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.
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.
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: