Crew Weaponry PRs - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Crew Weaponry PRs (/showthread.php?tid=14636) |
Crew Weaponry PRs - UrsulaMejor - 07-03-2020 Hey guys, I'm gonna post all my PRs working toward re-balancing crew weaponry here for feedback, thanks! https://github.com/goonstation/goonstation/pull/1314 https://github.com/goonstation/goonstation/pull/1335 https://github.com/goonstation/goonstation/pull/1337 https://github.com/goonstation/goonstation/pull/1338 RE: Crew Weaponry PRs - Frank_Stein - 07-04-2020 Make faith a single action revolver preloaded with silver bullets RE: Crew Weaponry PRs - Sundance - 07-04-2020 https://github.com/goonstation/goonstation/pull/1314 All decent changes. What's this about the circular saw and its poison interaction? I also don't understand the armor piercing comment...? https://github.com/goonstation/goonstation/pull/1335 Love it. Wasn't a fan of gun restriction when it came to detective but for the chaplain with a sneaky gun in their bible is just too good to pass up on. I'm guessing this doesn't change contraband if it's within the Bible? https://github.com/goonstation/goonstation/pull/1337 This I'm not too sure about. Yes, changing it to power level is a logical approach. I just don't think the low fail % is enough to deter that explosion. It's the end result that's sucks for the zip gun, rather than the failure chance, if you get what I'm saying. Perhaps the bullet recoiling into yourself could be good here? Like a % chance of you shooting yourself with the bullet inside? This could scale per power level too! In conjunction with that, a separate % chance for the gun to jam? Requires you to click on in inhand to quickly dislodge. I just really dislike the gun destroying itself (and its contents), damaging the station, stunning yourself and potentially knocking off on of your limbs because RNGesus decides it didn't like you today. https://github.com/goonstation/goonstation/pull/1338 Seems reasonable. I don't run out of stun bullets either. RE: Crew Weaponry PRs - UrsulaMejor - 07-04-2020 -> What's this about the circular saw and its poison interaction? I also don't understand the armor piercing comment...? Surgery tools in general seem to ignore some % of the target's armor. Armor blocks some of the poison transfer. Basically, the damage buff to circular saws would have completely outmoded the scalpels as a poison transfer device, so now they (the saws) don't pierce armor anymore. -> I'm guessing this doesn't change contraband if it's within the Bible? It does, but not enough to register on HUDs and scanners. -> zipgun stuff Yeah, explodin' is kinda rough in general. I mostly just wanted to eliminate the near certainty that you would explode, even when using the weakest possible ammo. I might do another pass if this still isn't enough to make it worth using. RE: Crew Weaponry PRs - Frank_Stein - 07-04-2020 I feel we should try messing with zip guns more For instance, what if you could add more parts to them? Metal rods to make a stock, some kind of magazine extension so can load more rounds, or reinforcing on the barrel and frame to handle larger caliber rounds. Make the gun a kind of thing you'll baby sit and swap out parts as they break or need repaired/replaced RE: Crew Weaponry PRs - aft2001 - 07-04-2020 I actually like the idea of the zip gun being a shoddy piece of shit that you have to maintain, and especially swapping parts out for different ammo types. Makes the thing more challenging to use, rather than a simple chance to just have it explode in your face, as comical as that is. RE: Crew Weaponry PRs - Boxta - 07-10-2020 (07-04-2020, 10:25 AM)Frank_Stein Wrote: I feel we should try messing with zip guns more Yeah, i like this idea, perhaps the base zipgun from the general manufactor would be able to only shoot either .22 rounds, or for comical effect shoot zipties, |