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Minor Nukie Thing: Bolt-action Sniper Rifle, balance coding, and some…
… ammo changes (tgstation#73781) ## About The Pull Request ### The Rifle: -The Sniper Rifle is now a bolt action. This replaces the 4 second fire delay on the sniper rifle. This overall will improve the fire rate if you're good at racking the bolt, but it will also feel less like you're in a weird limbo of inaction while using the sniper rifle, since the fire delay can be quite confusing to players not used to it. This can be tweaked, like reducing the speed of the racking action, if it seems like it is too much. -The scope component now goes up to 50 tiles (or so), which allows you to gain a significant sightline over an area. The reasoning for this is simple. The component actually nerfed the overall range of the sniper rifle's scope, so this should hopefully restore that somewhat. And having such a huge sightline makes it much easier to utilize the impressive range of the rifle. Currently, it's really only ideal for extremely close range fighting. -The normal sniper rifle, the one that syndicate base scientists get, can be suppressed. I don't know why it was different. ### The Ammo: Normal .50 BMG: Does much more object damage, and on top of that deals additional damage to mechs, but not by much more. Now, when it dismembers a limb, it also deals its damage to the chest. This ensures that you didn't straight up lose out on dealing a killing blow because you took their limb off, and makes the dismemberment property of .50 BMG a significant upside rather than a immense detriment. Marksman: Gains a lot of the above benefits, but has much lower range. Why this nerf? It's actually because of some funny nonsense with how ricochet works. Which can cause....accidents to happen. To you. Consider that firing down a straight line and missing could be quite embarrassing when the bullet has 400 tiles of range. Soporific: Now called Disruptor ammo. Works as it did before, putting humans to sleep for 40 seconds (seriously, 40 seconds). Also deals some stamina damage, if...that's relevant. But now also causes an EMP effect and a boatload of added damage to both mechs and borgs, allowing it to be an excellent anti-mech and anti-borg ammo type, as well as scrambling any pesky suit sensors, energy weapons and so on in an area around the impact. Useful for support fire. Incendiary (NEW!): Causes a massive firebomb to go off where it impacts (no explosion, so this isn't a stun). Also sets the target on fire, which is always fun. Good for shooting into groups of people with impunity. Also deals burn damage instead, since I think nukies could use more methods for direct fire damage. Surplus (NEW!): It's .50 BMG but it lacks most if not all the upsides. No armour penetration, no dismemberment, no paralysis. It still deals a lot of damage to objects, so not a bad option for simply removing structures from afar. So what's the point in this ammo? You can buy 7 magazines for the price of one. I want to introduce 'Surplus' as an idea for nukies to invest in if they want to be able to keep shooting but they're really on a budget, like most non-warop nukies tend to be. This is definitely subject to change (like a damage decrease on top of everything else). Pricing and Capacity: Normal ammo and surplus costs 3 TC. Every special ammo costs 4 TC. Every special ammo also has the same ammo capacity as the normal magazine. It's kind of weird how most of the subtypes had 5 shots rather than 6, but then soporific had...3? I don't get it. This would probably cause a good deal of confusion, especially if you are swapping ammo types and weren't aware of this particular oddity. Anyway, 6 shots. ### Minor Addition Gets rid of the cheap suppressor. It lies to players, tricking them into thinking this is a low quality suppressor. Newsflash, it isn't. There is no distinct difference between that suppressor and the normal suppressor. ## Why It's Good For The Game The sniper rifle, unfortunately, sucks a lot except for very specific use cases. It got a big nerf with the scope component in terms of range, even if the functionality is way cooler. And, at a baseline, there was some counterintuitive functions attached to it. Dismemberment was cool, but it also caused a loss in overall damage due to how limbs contribute to core health. On top of this, the cool ammo types were...not much better? Penetrator was almost always the best option, even if it lost a lot of damage as a consequence. So, what was it good for? X-ray + Penetrator. Pretty much, that's it. It has some other uses but if I had to be entirely honest, there wasn't much that other weapon couldn't do as well. Hopefully this helps things going forward, and I want to mess with this as well down the line in case its a bit too much of a boost in power. Absolutely please rip this PR apart. ## Changelog :cl: balance: Makes the syndicate sniper rifle a bolt-action rifle. balance: Sniper rifles have a scope range of roughly 50 tiles. balance: Sniper rifle ammo, if it dismembers your limbs, does damage to the chest. balance: All the various syndicate sniper rifle magazines have consistent casing quantities (6 shots). They also have more consistent pricing. 3 for normal and a box of surplus, and 4 for every other type. balance: Reduces the range of Marksman ammo to 50 tiles. Not because it is strong, but because you might accidentally shoot yourself if you're not watching where you're shooting. Ricochets are no joke. add: Replaces Soporific with Disruptor ammo. Works like soporific, but also EMPS things it hits. add: Adds Incendiary .50 BMG. Causes a combustion to erupt from the struck target, as well as setting targets on fire. Great for parties. add: Adds Surplus .50 BMG. It sucks, but you get a lot of them! Quantity over quality, baby. remove: The suppressors in the bundle are of standard quality. The apparent 'cheap suppressor' that came bundled with the C-20r and sniper rifle were found to actually be 'fine'. Trust us. /:cl:
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Original file line number | Diff line number | Diff line change |
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// .50 (Sniper) | ||
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/obj/item/ammo_casing/p50 | ||
name = ".50 bullet casing" | ||
desc = "A .50 bullet casing." | ||
name = ".50 BMG bullet casing" | ||
desc = "A .50 BMG bullet casing." | ||
caliber = CALIBER_50 | ||
projectile_type = /obj/projectile/bullet/p50 | ||
icon_state = ".50" | ||
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||
/obj/item/ammo_casing/p50/soporific | ||
name = ".50 soporific bullet casing" | ||
desc = "A .50 bullet casing, specialised in sending the target to sleep, instead of hell." | ||
projectile_type = /obj/projectile/bullet/p50/soporific | ||
icon_state = "sleeper" | ||
harmful = FALSE | ||
/obj/item/ammo_casing/p50/surplus | ||
name = ".50 BMG surplus bullet casing" | ||
desc = "A .50 BMG surplus bullet casing." | ||
projectile_type = /obj/projectile/bullet/p50/surplus | ||
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||
/obj/item/ammo_casing/p50/disruptor | ||
name = ".50 BMG disruptor bullet casing" | ||
desc = "A .50 BMG disruptor bullet casing." | ||
projectile_type = /obj/projectile/bullet/p50/disruptor | ||
icon_state = ".50disruptor" | ||
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/obj/item/ammo_casing/p50/incendiary | ||
name = ".50 BMG incendiary bullet casing" | ||
desc = "A .50 BMG incendiary bullet casing." | ||
projectile_type = /obj/projectile/bullet/p50/incendiary | ||
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/obj/item/ammo_casing/p50/penetrator | ||
name = ".50 penetrator round bullet casing" | ||
desc = "A .50 caliber penetrator round casing." | ||
name = ".50 BMG penetrator round bullet casing" | ||
desc = "A .50 BMG penetrator round casing." | ||
projectile_type = /obj/projectile/bullet/p50/penetrator | ||
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/obj/item/ammo_casing/p50/marksman | ||
name = ".50 marksman round bullet casing" | ||
name = ".50 BMG marksman round bullet casing" | ||
desc = "A .50 caliber marksman round casing." | ||
projectile_type = /obj/projectile/bullet/p50/marksman |
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