Wavegun rework, plus killing doublehit bug, and also fixing stun weapon falloff - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Patches (https://forum.ss13.co/forumdisplay.php?fid=30) +--- Thread: Wavegun rework, plus killing doublehit bug, and also fixing stun weapon falloff (/showthread.php?tid=14159) |
Wavegun rework, plus killing doublehit bug, and also fixing stun weapon falloff - Tarmunora - 03-21-2020 Yes, this really should have been separate patches, but shit happens. Wavegun rework: newly designed experimental weaponry that increases in potency as the shots travel Also includes a mode with a piercing shot that is only effective within a highly narrow range band, and an EMP wave mode This should also kill the doublehit bug for good, even on piercing weapons Finally, falloff for stun weapons over range was previously literally nonexistent - now stun weapons will actually fall off in power over distance like other projectiles (though floored to half their original strength) PR Sprites from flaborized! RE: Wavegun rework, plus killing doublehit bug, and also fixing stun weapon falloff - Daktangle - 03-23-2020 Looks like a lot of fun, different enough from standard tasers to be worth getting. RE: Wavegun rework, plus killing doublehit bug, and also fixing stun weapon falloff - Tarmunora - 03-26-2020 Fixed up the numbers on wavegun/taser falloff to be more balanced, also adjusted taser shotguns (enable pointblanking, move stunpellets to standard stun-weapon handling) Additional patch on top for tweaking a couple of the lawgiver modes (detain and pulse) to bring them a bit closer together in strength/usefulness, probably. PR |