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SHARP Rifle Revived #6938
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SHARP Rifle Revived #6938
Conversation
Co-authored-by: XSlayer300 <[email protected]>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
i see alot of marines calling it a bad gun lel |
The reason why it is so polarizing is because it excels at a very annoying gameplay loop. So yeah, it is good precisely at the worst thing it could be good at. So using it for its (from the PR) intended purpose makes it look bad, because it IS bad at it. And no, the default GL is not the same, you can run from grenades if you're paying attention, you can't run away from a dart once fired. Avoiding the attack is on the spec's ability to aim, not on your ability to dodge. I'd personally do this:
That way you get a good killer weapon at short range and an excellent trap setter at all other ranges. Edit: chexofara, if you have something to add to the conversation or to address, you're free to do so. You don't have to leave a reaction and dip. |
Spot-the-pixel is absolutely godawful, claymores were already bad enough but the darts are even easier to obscure with random debris. Mines aside, the embedded darts are just an attempt at obscuring grenades, it's not visually clear as opposed to HEDPs. Ruins the visual clarity of the game and its mechanics. The base idea of a gun that works on sprite hits isn't bad, but that encroaches on the AGM-F grenade niche, can't you just get rid of the new ammo system and make this use some kinda rebalanced AGMs instead? If it really has to explode maybe add one that delivers a weak explosion in a frontal cone? |
"but the darts are even easier to obscure with random debris." game is stun based, ofc its "cancer" when muhrines get the ability to stun you (meanwhile you can tackle spam everyone to death) |
You cannot compare xeno stuns to marine stuns. Marines have several times the DPS per fighter than xenos do. As a result xenos need stuns to be able to survive. It is simply a requirement if marines are going to have that amount of stackable DPS. Unless you want xenos to kill marines in 3 slashes or double current xeno numbers, or something like that just to keep parity with time to kill. I imagine you'd prefer that it stays as it is. Specs are the only ones that should be able to threaten a T2 or higher in 1v1. But a way to kill lower tiers en masse is even more unbalanced than something like the SADAR which can ocassionally kill a T3. |
would be fire (if they got nerfed with double numbers)
i just did
yea they are doing just that, threatening and sometimes killing T2-T3s |
wanted to say that HE should be red and INC should be yellow, actually since incen sets things on blue fire why not make it blue. |
HE and incend are already red and yellow respectively, to reflect the colors of the grenades. |
i swear it used to be swapped around.. maybe im just imagining things lol. |
no it was like that by accident |
aaah. |
About the pull request
This PR is a revival of PR #2000
This PR adds in the P9 SHARP Rifle Operator as a subvariant of the Grenadier spec. specialists can choose either the Heavy Grenadier or the SHARP Operator spec sets, you cannot have both a GL and SHARP, in the same way you cannot have AMR and Sniper (excluding foxtrot spawns).
the SHARP is a magazine fed rifle, using three different dart types as ammunition
The first two dart types are explosive, and incendiary darts. These both work in similar ways. On hitting an enemy with either of these types of dart, the dart will embed inside them (dealing minor damage) and then, if the target does not have IFF, will explode after a short delay. This delay is either 1 second, or 5 seconds, which you can toggle by pressing the toggle firemode key. The key difference between the two darts, is that explosive will explode (no way), and incendiary will form a cloud of phosphorous smoke around the target, the same as a normal WP grenade.
However, if you have bad aim and miss your target, the darts will embed into the ground. after 5 seconds, the dart will arm itself and become a mine. Mines have IFF, and will last for 5 minutes before disarming and becoming inert. These mines get stronger over time, upgrading in power every thirty seconds, with 4 levels of power in total. For explosive mines, each level is just higher explosion size, starting at 100, 115, 130, and 145 at level 4. For incendiary mines, level 1 is standard WP grenade, same as if you direct hit an enemy. Level two is the same as a standard HIDP grenade, with green flame. Level 3 is UT napalm, which is the same as the default pyro flame. Level 4 is UT napalm again, but the radius of the fire is increased by 1 tile. The charge level of each mine is indicated visually by the sprite.
The final dart type is flechette. these work differently from the other two dart types, as they cannot become mines. on hitting a tile, the dart will split into a number of flechette projectiles in front of it, similar to how AGM grenades function. sprite clicking an enemy with these is most optimal, as it ensures all the projectiles hit. Flechette darts also have a faster firing rate than that of the other two dart types.
Explain why it's good for the game
I think the SHARP rifle adds a unique gameplay style to the game. Mines are a pretty overlooked weapon in the marine arsenal. the SHARP has a high skill ceiling, figuring out where and when to best place your mines, since they don't last forever. At the same time it has effective offensive capability, best paired with teammates to help capitalize on your SHARP hits. The SHARP is an effective sidegrade to the classic GL specialist.
Testing Photographs and Procedure
Screenshots & Videos
sharp-ammo-showcase.mp4
SHARP-mine-demonstration.mp4
Changelog
🆑 Nomoresolvalou, TheManWithNoHands, Triiodine, Shad0vvs
add: Added SHARP Operator spec, P9 SHARP rifle, and SHARP ammo belt
balance: Added SHARP Operator spec to the squad spec vendor
soundadd: Added SHARP gun sounds
imageadd: Added SHARP rifle and ammo sprites (by Triiodine and TheManWithNoHands)
/:cl: