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I know now why you cry: Shotgun additions #34638

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merged 44 commits into from
Dec 1, 2019

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tenmillimaster
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@tenmillimaster tenmillimaster commented Oct 11, 2019

SUMMARY: Content "Adds several new shotguns, corrects stats on others"

Purpose of change

I stared at the Leadworks defender too long and noticed some things.
The variety of shotguns in game felt lacking. There were few 'tacticool' variants, and historical and hunting ones felt missing too.

Any tube fed gun is probably too complicated for a survivor to make- the tube feed necessitates a shell lifter assembly and good fitment of parts, which is probably going to need a machine shop.

There's simply too much work to make an Abzats style gun work.

Arredondo speedloaders need to be indexed to actually be used speed-ily.

Describe the solution

Three Neosteads (L12 defenders) were imported into the United States, then later willingly relinquished to the ATF. As such the Defender has been obsoleted. It'll be migrated to the Tavor T12, another gun which boasts a huge magazine capacity relative to its size.

The Lever action survivor shotgun has been axed. It'll be migrated to an 1887 Chiappa T-series, which is obviously a reference to Terminator 2.

Hunting variants with extra long barrels have been added for the 870 and 500. A breaching variant based on the 870 MCS system has been added as well. The militarized 590 has been added. The shotgun hunter starts with an 870 Wingmaster now.

A few Destructive Device/ tacticoolish shotguns from the early 90's/80's have been added- the USAS 12, the Streetsweeper and the SPAS-12. The latter two are fairly popular as DD shotguns go, especially the SPAS. The USAS has been sporadically made stateside, but is more popular internationally. It's one of the very few full-auto shotguns, so it's been added as a rare swat shotgun.

2 Popular semi-auto shotguns, the Mossberg 930 and Browning Auto 5 have been added.

The m1897 in a trench gun config has been added, with its ridiculously long bayonet as well.

There's now a magazine mod needed to use the speedloaders- it has a recipe as well.

The Abzats has been obsoleted, and the 'manual auto shotgun' has been changed into a beltfed gatling gun.

Describe alternatives you've considered

Migrating the Defender to something closer in size, but nothing really came to mind.
Giving the survivor lever action a magazine- like the saiga mag, but these aren't very common at all anymore.
I'd like to get around to some other shotguns sometime, the Remington 1100, the FN SLP, the Beretta 1301, the Ithaca 37, mossberg's horrid shotgun abortions (shockwave), keltec ks7... but without any meaningful differences between semi-auto and manual action, there's not much point currently.

I would have liked to add tube magazine extensions, but the ancient C++ magazine mods from 0.A days seem to have been deleted.

I would have also liked to have the heat shield on the 590, the trench gun, and the SPAS 12, but I couldn't quite work out how to get the the get_hit() function to add bonus to hit from a mod, so I've held off on that as well.

I would like for there to be a new bayonet slot on guns- proper bayonets can mount there, that crappy spike bayonets that the player makes should mount on the underbarrel slot. This made sense to me on the 590 and the 1897.

Additional context

The ATF really actually has a letter out there stating how quickly the streetsweeper can be discharged.

Relevant.

Some discussion with mlangsdorf on Discord, and a quick napkin calculation based on ian mccollum's miss of a 28" tall pepper popper at 7 yards yields a 'no-sights accuracy expectation' of ~ 300 MOA. Visually, with a man sized target at 100 yards:
image

Preliminary testing with the no-sights shotguns here showed that CDDA refused to accept 30000 as a dispersion value. Even its max value, ~3000 iirc, felt 'off' in game when I was shooting at things 7 tiles away and missing by a mile. 1000 felt much more right.

EDIT:

Many thanks to Esotericist, Mlangsdorf, and LaVeyanFiend for their help in this.

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Could you add looks_like to these?

@ZhilkinSerg ZhilkinSerg added [JSON] Changes (can be) made in JSON Crafting / Construction / Recipes Includes: Uncrafting / Disassembling Items / Item Actions / Item Qualities Items and how they work and interact Ranged Ranged (firearms, bows, crossbows, throwing), balance, tactics labels Oct 11, 2019
@tenmillimaster tenmillimaster changed the title I know now why you cry: Shotgun additions WIP:I know now why you cry: Shotgun additions Oct 11, 2019
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The speedloaders aren't working as expected: investigating.

@tenmillimaster tenmillimaster changed the title WIP:I know now why you cry: Shotgun additions [WIP] : I know now why you cry: Shotgun additions Oct 12, 2019
@tenmillimaster tenmillimaster changed the title [WIP] : I know now why you cry: Shotgun additions [CR] : I know now why you cry: Shotgun additions Oct 12, 2019
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tenmillimaster commented Oct 12, 2019

Many thanks to Kevin for helping out! The speedloader chute being a gunmod lets us bypass one of the 'valid speedloader?' on load checks.

Trying to reload something small with somethign silly (8 round speedloader, 4 round tube), yields proper results. I'd prefer it if the extra rounds got dumped on the floor, but close enough.
image

I've added the 1100, and in doing so noticed some of the volumes were off on the 500's and 870's. I've rechecked and updated their values.

There is now a new slot for loading port mods, where the chute will go. Mostly to prevent non-shotguns from using the magazine tube mod (and to save the magazine slot for future mag-extension mods).

There was no documentation on what barrel_length was actually expecting, and with this funny little accident:
image I've gone and poked around to find out. It's volume!

I've done some quick maths:
image

9mL seems a decent number to lose when sawing off a barrel, per inch.

With the corrected numbers, the properties look close enough( this gun can lose 15" of barrel.)
image

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Hmm, I always thought LLC guns are fictional fancy guns that dont exist in real life, so maybe we could keep it instead of removing it from game?
You might want to ask the original creator, @Rivet-the-Zombie , what do you think of it?

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From its comments, it's very clearly a neostead.

@tenmillimaster tenmillimaster changed the title I know now why you cry: Shotgun additions [WIP]I know now why you cry: Shotgun additions Oct 29, 2019
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After LVF's helpful playtesting, I need to work a little more on the base sight dispersion of an un-sighted gun; they're still missing a bit too much at close ranges.

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tenmillimaster commented Nov 5, 2019

OK.

New Item groups

I've pulled, to the best of my ability, relative prevalence for various aftermarket sights from gunbroker. These have been added, and are in gunmods' item groups for future use.

These have been applied to the shotguns affected by lacking sights - which are conveniently all in guns_shotguns_rare- to keep the scope of this PR limited.

The use of "EMPTY_GROUP" in the new sight itemgroups appears to be the first in the repository, but meets the need I had here, to occasionally spawn these gunmods.

Ideally, contents-group and contents-string would support optional probabilities, like below:

      { "group": "guns_shotgun_rare", "prob": 22, "contents-group": [  { "sights_shotgun_readied", "chance": 50  } ]  },

50% would be the chance here that something from the group would spawn in this mockup, but currently only strings are parsed.

Dispersion updates

Based on playtesting, I've backed off the sight dispersion of a referenceless, sightless firearm from 1000 to 750. I've also backed off the sight dispersion of a "M1913 Picatinny rail" equipped firearm from 1000 to 500.

This is close to what I feel should be the new standards for firearms matching those descriptions. If there are no sights, no references, just a bare barrel, 750 feels appropriate.

If there are no sights, but a point of reference like a gutter sight, a vent rib, or an optics rail, 500 seems appropriate.

@tenmillimaster tenmillimaster changed the title [WIP]I know now why you cry: Shotgun additions I know now why you cry: Shotgun additions Nov 5, 2019
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I found one new bug this introduced but generally it's most of the way there. Items with the fouling fault that are below the threshold to show as faulty have faulty in their names anyway.

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I found one new bug this introduced but generally it's most of the way there. Items with the fouling fault that are below the threshold to show as faulty have faulty in their names anyway.

Could you explain more? I'll ping you on discord.

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@ymber I've made the rest of your changes requested, but am unable to identify the origin of the bug you're experiencing.

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I can no longer reproduce the bug with item faults showing inappropriately. I suspect it was caused by using the same testing world with and without the recent fault changes.

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@ZhilkinSerg ZhilkinSerg merged commit 67f223b into CleverRaven:master Dec 1, 2019
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I don't like the removal of the L12 Defender at all. The Leadworks guns are fun, and not every firearm in the game has to be something that currently exists in the real world. Also, how does its removal affect the Home Frontier Starter Kit?

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ymber commented Dec 1, 2019

l_def_12 is still referred to by No_Rivtech_Guns.

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i see the Remington 870 Breacher, and i wonder if i could use it in a certain way : to breach a door, not totally destroy it. if i wield it, and being chased by a horde of zombie, i could use it to blew up a door's lock in a single shot, not destroy it so that i could close it,block the horde, and proceed on escaping on the window. normally, as what i remembered, i need a few shot to blow a door, and completely destroy it, so it would be nice if this gun could actually BREACH a door.

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tenmillimaster commented Dec 2, 2019

@Rivet-the-Zombie

Add it back in, if you're so inclined. I removed it for the aforementioned reasons, and the inflexibility of built in mods would make it a poor seller IMO.

Furthermore, since we're no longer in 2040, I strongly felt that such a new company could not have such a large share of the market, in so many different market niches. I have opined this many times in discord, but I believe that Leadworks should be a company that predominantly makes 'modern' revolvers and leverguns.

Ruger makes everything it can via casting, Kel-tec uses as many injection molded parts as possible. Desert Tech was basing everything off their SRS chassis, and are now making more bullpups, Accuracy International's whole 'thing' is their aluminum chassis. KRISS' whole thing is their special vertical action. H&R's whole lineup is mostly single shots (Pardner pumps are imported norincos). Chiappa mostly does reproductions, marlin mostly does lever actions...
Benelli predominantly does shotguns, turn of the century winchester did lever guns, turn of the century colt did handguns.

My point is if you're not a major manufacturer like Colt, FN, H&K or Beretta, your lineup is probably focused on a particular action, chassis, or 'market audience'.

Integrating your equipment into your firearm would be a huge negative with service rifles or duty firearms, that wouldn't work as a niche.

Instead, I want to see Leadworks focused on their lever-actions and revolvers. "Tacticool western guns".

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