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Adds syndicate auto shotguns and improves shotgun ammo #708

Merged
merged 18 commits into from Jun 16, 2014
Merged

Adds syndicate auto shotguns and improves shotgun ammo #708

merged 18 commits into from Jun 16, 2014

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ghost
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@ghost ghost commented Jun 11, 2014

  • Stun slugs are now named properly.
  • Stun shells now contain 5 beanbag pellets, for riot control, available in the protolathe.
  • Dragon's breath shell added, it's an incendiary shell that does less damage but has multiple pellets. Available in the protolathe with syndicate research.
  • Shotgun shells have comments if you're ever confused as to what the difference is in them. They currently share shell sprites which I'm sure can be replaced in the future if anyone wants to.
  • Bulldog shotgun added. It has gone through many iterations and balance changes, but at the moment it is a compact (fits in backpacks, e-gun weight size) 8 round combat shotgun loaded by default with stun slugs, much like the old e-guns used to.
  • E-guns removed from the nuke op locker and replaced with shotguns.
  • Shotgun magazines added to uplink for various TC prices. Extremely deadly in the right hands, and more deadly than an e-gun, but a lot more clunky to reload and there is no more potentially limitless ammo using station rechargers. Ammo preservation and careful resource planning is key, but the magazines aren't exactly expensive or anything. Looking for feedback on the prices.

Bulldog shotgun and magazine sprites primarily courtesy of ausops. He does it for free.

Edit: Also I fixed the L6 sprites, apparently having an uppercase "L" broke them. Thanks byond!

@ghost
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ghost commented Jun 11, 2014

y-you too travis

@Lumipharon
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Ok so I was talking about having incendiary amo avaliable for the smg in irc, and was told it wasn't possible to have the gun have multiple possible different ammotypes, without being a revolver based weapon (like shotguns). But you seem to have added a gun that uses mags and can use different ammo types. How'd you manage this, because I literally said 'why can't we make the smg like pap's proposed shotguns' and got no answers.

@ghost
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ghost commented Jun 12, 2014

guncode magic

look at the code and learn, it's extremely simplistic

@ghost
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ghost commented Jun 12, 2014

http://tgstation13.org/phpBB/viewtopic.php?f=14&t=677

vote and comment here

@ghost
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ghost commented Jun 13, 2014

  • Incendiary magazines added for c-20r and protolathe smg, both have 10-round magazines for balancing reasons (yeah less damage, but 20 shots of incendiary with no downside to the regular magazine besides damage seems a little off kilter)
  • C-20r incendiary mag is 1tc more than a standard C-20r magazine but deals more damage than 9mm incendiary.
  • Hades carbine has description updated to better show what it is
  • Protolathe mag requires plasma, 100 per bullet in the magazine, but that's less than an actual sheet anyway (a sheet is 3750 raw plasma, you can make 3 magazines with a single sheet of plasma)

Comment/vote in the thread pls

@Atskadan
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idk about giving them incendiary mags for c20r
they already have the shotgun
oh well its probably ok, just means that op hunters will have to bring fire extinguishers with them too

@ghost
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ghost commented Jun 14, 2014

Atmos/CE hardsuit will see some more use I hope.

Atskadan added a commit that referenced this pull request Jun 16, 2014
Adds syndicate auto shotguns and improves shotgun ammo
@Atskadan Atskadan merged commit 2b7c3e6 into NTStation:master Jun 16, 2014
@ghost ghost deleted the shotterguns branch June 29, 2014 06:19
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3 participants