diff --git a/code/modules/projectiles/projectile/bullets/rifle.dm b/code/modules/projectiles/projectile/bullets/rifle.dm index 3ecc9d3999e..96a4dbbe1df 100644 --- a/code/modules/projectiles/projectile/bullets/rifle.dm +++ b/code/modules/projectiles/projectile/bullets/rifle.dm @@ -728,7 +728,7 @@ /obj/item/projectile/bullet/a50MG name = ".50MG slug" damage = BULLET_DAMAGE_RIFLE_50MG //75 - damage_list = list("60" = 15, "75" = 55, "80" = 15, "90" = 10, "100" = 5) + damage_list = list("85" = 15, "96" = 55, "110" = 15, "120" = 10, "140" = 5) stamina = BULLET_STAMINA_RIFLE_50MG spread = BULLET_SPREAD_SURPLUS recoil = BULLET_RECOIL_RIFLE_50MG @@ -740,12 +740,6 @@ pixels_per_second = BULLET_SPEED_RIFLE_50MG damage_falloff = BULLET_FALLOFF_DEFAULT_PISTOL_LIGHT -/*This makes the round very impossible to balance. Just modify the damage multiplier per gun depending on the rate of fire. -// Bane, handloads don't get it because you went cheap. Loser. - supereffective_damage = 95 // SPECIFICALLY 95 because 60 (min damage) + 95 (bane damage) = 155 (total min+bane damage) - 35% (combat armor value) = 100.75 - supereffective_faction = list("hostile", "ant", "supermutant", "deathclaw", "cazador", "raider", "china", "gecko", "wastebot", "yaoguai") -*/ - /* .50MG surplus * DAMAGE: 75 * STAMIN: 140