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[CLOSED PR] Halfs material cost for .22 magazines - Printable Version

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[CLOSED PR] Halfs material cost for .22 magazines - github_bot - 01-27-2021

PULL REQUEST DETAILS




About the PR
Halfs the material cost for making .22 magazines in hacked general fabricators, allowing you to make 3 mags before the manufactor runs out of steel.


Why's this needed?
Current material cost is way too expensive, you can drain a fab making just one magazine. This just make no one want to use the .22 ammo or zip guns since it's more bother than its worth.

Changelog


Code:
Changelog
(u)Carbadox
(+)Halfed the material cost of producing .22 magazines in hack manufactors.


PULL REQUEST DETAILS


RE: [PR] Halfs material cost for .22 magazines - UrsulaMejor - 01-27-2021

wtf are you talking about, I see chaplains loading their gun with hacked fabs all the time.

most peeps don't bother with zip guns because they don't know that they no longer explode randomly, not because the cost of the bullets is too high. getting more mats is trivial if you know where to grab the random metal from around the station, and if mining is using the rockbox then materials are a non issue.

reminder: one mag of .22 is 10 shots, which is 220 damage potential.


RE: [PR] Halfs material cost for .22 magazines - zjdtmkhzt - 01-27-2021

Yeah, tbh, personally I have never had the issue of running out. I usually just make one magazine and I can't recall ever running it empty, although I mostly just use it to shoot at artifacts.


RE: [PR] Halfs material cost for .22 magazines - KikiMofo - 01-27-2021

Wait zip guns don't explode anymore?


RE: [PR] Halfs material cost for .22 magazines - Carbadox - 01-27-2021

I think it's counter intuitive that the update that removed .38 stunner from hacked fabricators also kept .22 bullets material cost unchanged. This was along side changes to no longer being able to get stun batons from destroyed securitrons and as well point blank taser (38. stunners too) shots no longer knocking people unconcious people for around 3 seconds. If the intent was to push crew members to using weapons outside of stun items, then halving the materials cost should accomplish the same thing.

The damage of .22's is halved if the target is wearing a armour vest and (quoting something Katzen said on the Discord), the bullets have fall off after 5 tiles making them even weaker. The current meta for combat is usually found in the ChemDispenser and TTV's. Making .22 magazines more accesible would ideally make people change that up.


RE: [PR] Halfs material cost for .22 magazines - Technature - 01-27-2021

(01-27-2021, 10:17 AM)KikiMofo Wrote: Wait zip guns don't explode anymore?



RE: [PR] Halfs material cost for .22 magazines - Katzen - 01-27-2021

Worth noting .22 ammo is one of the more expensive things to manufacture outside of mining, although it doesn't require any special materials or to be scanned. Saying that, it's very limited what ammo you can craft. You can't scan 9mm, rubber slugs or .38 with even a syndicate analyser.

Potentially remove 10 from each cost. It's not very good ammo and most of the guns you can put it in are also not very good, except the Orion which already comes with a total of 4 magazines of much superior ammo.


RE: [PR] Halfs material cost for .22 magazines - KikiMofo - 01-27-2021

Wait you can't get more .38 ammo anymore?


RE: [PR] Halfs material cost for .22 magazines - Carbadox - 01-28-2021

Only from SecTech vendors


RE: [PR] Halfs material cost for .22 magazines - KikiMofo - 01-28-2021

Oh okay. I got worried.