-
Notifications
You must be signed in to change notification settings - Fork 525
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
EMP Update #100
EMP Update #100
Conversation
.35 bullets with EMP effect its a bit too much IMO, imagine taking an SMG and barrage with EMP everyone. |
Have you looked at the stats?
|
yeah i did, either way it doesn't make much sence for a bullet to be able to EMP, the rest of the EMP stuff is nice otherwise. |
I'm personally fine with EMP rounds existing, but they should be limited to very large calibers like the .60 for the Hristov (since that thing currently sucks anyways, would be nice), and should very sparingly be mapped if at all. Honestly, the EMP GL and RPG-7 are significantly better then that would be as well, with the exception of bullets having a longer range and the potential for adding a scope to the Hristov. |
agreed for whats obtainable but I can see the admeme potential of an EMP submachine gun. I would say sec could get the emitters and the RPG and machine would be excellent tools to help them. The china lake bundle of course being obtainable at a later date and possibly replacing the existing one or maybe we give it the emp + stun rounds or something. with the ammo existing we can then add some kind of emp armor piercing round wouldn't be a bad choice, like a sniper emp shot sounds clever actually. I can take a look at why the machine isn't reporting. |
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.
make sure to fix the errors in the yml and rsi checkers
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.
I say lets get it in game and let admins spawn it onto the sec ships to test it all out tbh, I'm sure the values will need tweaking like EMP time and cooldowns and aoe ranges etc.
About the PR
Huge update to EMP and EMP related stuff
Changed EMP to not break lights
Added a new APC that wont toggle on EMP blast to be used in stations and security ships
Added the EMP Emitter, an energy type plasma orb shooter that shots an EMP orb with a small range and small effect time, but ignores windows and require power to be charged.
Added .35 SMG ammo with EMP effect, they dont do any damage other them EMP effect on hit for a small radius and short time.
Added the EMP china-lake bundle, coming with a china-lake with 1 EMP grenade in it, and 8 more in the bag.
Added the EMP rocket launcher and the EMP rockets.
Added the M_EMP (Mobile EMP) generator, a new machine that ones activated create a 100x100 tiles EMP blast, the M_EMP has a 3.5 sec activation time, 60 sec effect time, then 60 cooldown + 60 recharge, it can be upgraded with caps to cooldown and recharge up to 54% times faster.
Ones activated it will report to the sec channel with the name of the ship who activated it to help HOS and HOP monitor its use.
Issues:
1 error with the announcement to the sec channel, something about the code thinking its null, its ignored for now but need to be fixed later
You can link the M_EMP to a remote, but it wont do anything for now.
Alot of "Dev sprites" that need to be fixed..