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New head of security weapon:Energy Shotgun #24491
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This PR contains new or changed maps: 01/24/24 21:34 |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
RSI Diff Bot; head commit 23a3210 merging into a937f05 Resources/Textures/Objects/Weapons/Guns/Battery/energy_shotgun.rsi
Resources/Textures/Objects/Weapons/Guns/Battery/inhands_64x.rsi
Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles_tg.rsi
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This looks really, really overpowered. A rechargeable shotgun that has 4 modes that allow the user to deal with most possible combat scenarios that is also roundstart and matches if not outdamages normal shotgun options while having a clip size of 10. It is of course in single quantity, provided you can kill the HoS, but it's not hard to acquire at all considering it's basically guaranteed the HoS will carry it, and killing the HoS is rather simple as a traitor if you get the alpha strike on them and use one of the multiple "hey I win this encounter" 1v1 options, hypopens come to mind as being the easiest option. And the clip mechanism is kind of a drawback because you have to get to a recharger, but this doesn't matter for most encounters on the HoS part because after killing or arresting someone they can just go back to sec or bridge and recharge there, 10 clip size is plenty enough even for extended fights so trips like that aren't too bad either. Now don't get me wrong, I love this concept, but this really needs a balance pass. |
The 8 tc eshield user: The 8 tc eshield user then using the shotgun on the rest of the station: |
Don't try to add this to every map. Before even being considered to be added, remove all the map changes, as those need to be atomized in the first place. |
Too ridiculous and strong, even for high risk, better move the x-01, this is a more balanced weapon for hos |
I don't like this weapon because hos will lose it and murderboners get a guaranteed source of a good weapon |
this should be a t3 research |
They already have one via captain's antique laser gun but this adds an alternative. |
pretty sure Delta-V already has an x-01 for the HoS, just port it. |
I can nerf it, but debate this with flare, they requested it |
Okay, going point-through-point:
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How many shots do you suggest? Five? |
Five or four is probably good to put it at for now, considering the relative power of the shotgun. |
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Don't make mapping changes in the same pr.
Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml
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In part I agree with you. But you can always improve, refine or look at it from a new angle. Perhaps at the moment, for x-01, ion damage will be more useless, unlike disabler. As a last resort, it will be possible to look at the Dominator and do something based on its model. (Lethal, non-lethal and taser). Although these are all assumptions and ideas that most likely no one will consider in this request. |
Did we not have a freeze for new weapons? |
- type: ProjectileBatteryAmmoProvider | ||
proto: CartridgeEnergyShotgunWide | ||
fireCost: 200 |
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Delete this, it shouldn't be necessary and if it is then BatteryWeaponFireModes code needs fixing until it isn't.
I don't think it's been mentioned before, but what size is the Gun going to be? |
@Boaz1111 is this still being worked on. |
not currently |
Going to undraft and work on this once #27773 gets merged |
closing this because I am doing the scorched earth strategy of making a new pr |
About the PR
I added an experimental energy shotgun with three fire modes:
Wide fire(lethal)
Narrow fire(lethal)
Disabler(non lethal)
Why / Balance
Was speaking with flare about this, the HoS really needed a unique weapon instead of a bland SMG that can be obtained in other ways. This will hopefully cause more playstyle variety for HoS. The weapon is also high risk, and a steal objective for syndies. My original idea was to add the X-01 from SS13, but flare showed me this shotgun and I instantly loved it.
Technical details
Media
Space.Station.14.2024-01-24.22-31-28.-.Trim.mp4
Breaking changes
Changelog
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