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[MERGED PR] Pipeshot: craftable makeshift shotgun shells
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[input][feature][balance]
About the PR
This PR adds craftable shotgun shells for the slamgun to the game:
[Image: 179404268-397810ad-84e2-41a9-b163-7b8f838e703c.png]
These can be made by cutting a filled pipe frame with wirecutters, which will yield a cut empty set of hulls. Adding glass or scrap to these will produce 4 pipeshot shells of the corrosponding type. These shells are now usable in any shotgun
Video Demos:
Raw damage:
https://www.youtube.com/watch?v=gpwi_8YTm-Q
Interaction with armor
https://www.youtube.com/watch?v=FILrLy10U0s

Shells:
[Image: 179404378-a1e7e711-493b-41c8-83d4-498deaa44c1c.png]
Both shells have a maximum total damage of 24, but suffer from unreliable spread and heavy falloff. Despite outclassing the .22 bullet and phaser in terms of pure damage, they're definitely a class below the two due to the firerates and damage falloff, but allow for a higher skill ceiling.

-Glass shells fire 6 projectiles, and have heavy decay, doing 1-3 damage at a 2 tile range. This is accentuated by the 30 degree spread it suffers from. It's also worth pointing out these don't embed. However, they're far easier to get ahold of, as shards can be found practically everywhere ingame. Depending on feedback I might want to reduce the damage or number of pellets because of this, or up the required number of shards to yield the ammunition.

-Scrap shells fire only 3 projectiles, but with a much tighter (15 degree) spread, and less falloff. Despite being similar on paper, they by far trump the glass shells for the tradeoff of the user having to venture out and find material scrap. They offer decent damage at ranges of 3-5 tiles, dealing 12-18 in this range, but still have a heavy falloff that keeps them from straying too far from the approach, fire, back off and reload rhythm. Again, if the consensus is this makes it too easy to get ahold of, I can adjust the numbers or required chunks of scrap.

Why's this needed?

Improvised firearms are one of the most fun ways of doing damage in the game, and deepen the setting by widening the niche of handmade firearms- Nanotrasen uses lasers, the syndicate use conventional kinetics, but theives and viglantes, too poor for either, have to improvise their own means.

Furthermore, it gives the slamgun purpose. If you want to use the slamgun, you either have to break into bar, or armory, meaning it's really only ever going to be thought about by spies and hard mode traitors. I'll be frank and say the slamgun right now sucks- beyond the absurd strategy of carrying 5 of them loaded with rubber slugs, it's far worse in reliable damage and harder to find ammo for than making a zip gun or finding a phaser. It gives the slamgun a niche- an improvised firearm higher damage than a .22 loaded zip gun, but riskier and with more mastery involved due to the reload.

Lastly, and most importantly, it make the slam gun fun.. It's fun to rush in and pointblank someone with glass to see their character get pushed by the projectiles, then step back to reload or swap to melee. It's satisfying to hit two scrap projectiles on a target 3 tiles away and see the damage tick up. The small yield prevents the unsavory tactic of carrying a backpack full of loaded slamguns, and the spread makes it a force to be reckoned with in close quarters.

Changelog


Code:
changelog
(u)NightmarechaMillian
(*)Added craftable slamgun shells to the game.


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[MERGED PR] Pipeshot: craftable makeshift shotgun shells - by github_bot - 07-17-2022, 07:36 AM

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