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Merge pull request #5854 from Lamasmaster/mlem
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Mech weapon changes because someone forgor to update them (again)
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Trilbyspaceclone authored Nov 25, 2024
2 parents 051286d + 69968b5 commit 0f9ad1f
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14 changes: 7 additions & 7 deletions code/game/mecha/equipment/weapons/ranged/bullet_weapons.dm
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//Workhorse mech weapon, not great not terrible
/obj/item/mecha_parts/mecha_equipment/ranged_weapon/ballistic/hmg
name = "\improper Mech Heavy Machinegun \"Liberator\""
desc = "A squad support weapon rechambered in 25mm with clasps from the side to be fitted on a mech's arm and to prevent anyone from trying to fire it outside of it."
desc = "An oversized 'machine gun' chambered in 25mm most often in use by militias and low budget mercenary companies. It's bulky design prevents humans from being able to fire it without using a specialized suit."
icon_state = "mecha_makeshift_uac2"
equip_cooldown = 20
projectile = /obj/item/projectile/bullet/mech_machinegun
ammo_type = CAL_MECH_MACHINEGUN
fire_sound = 'sound/mecha/weapons/hmg.ogg'
projectiles = 120
projectiles_per_shot = 6 // 20 bursts
projectiles_per_shot = 4 // 30 bursts
max_ammo = 120
deviation = 10 //heavy deviation, its cheap casing rattles with each shot
fire_cooldown = 1.2
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projectiles_per_shot = 1

deviation = 2
fire_cooldown = 2
fire_cooldown = 3

required_type = list(/obj/mecha/combat)

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/obj/item/mecha_parts/mecha_equipment/ranged_weapon/ballistic/ultracannon
name = "\improper Burst-Fire Autocannon \"Victory\""
desc = "An autocannon made with mechs in mind boasting only 30mm as a tradeoff being able to shoot two times in a row reliably without jamming. Due to the smaller caliber it is capable of firing at higher distances than the 60mm version."
desc = "An autocannon made with mechs in mind boasting only 30mm as a tradeoff being able to shoot two times in a row reliably without jamming. Due to the smaller caliber it is capable of firing at longer distances than the 60mm version."
icon_state = "mecha_burstcannon"
equip_cooldown = 10
matter = list(MATERIAL_STEEL = 25, MATERIAL_PLASTEEL = 15)
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projectiles = 60
max_ammo = 60 //20 salvos
projectiles_per_shot = 2
deviation = 4 //little bit innacurate, but still able to consistently lay down fire on targets
deviation = 3 //little bit innacurate, but still able to consistently lay down fire on targets
fire_cooldown = 1.5
required_type = list(/obj/mecha/combat)

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/obj/item/mecha_parts/mecha_equipment/ranged_weapon/ballistic/scattershot
name = "\improper Scatter-Shot Autocannon \"Liberty\""
desc = "An anti-air autocannon using flak rounds instead of standard ones but not losing out on any of the precision that it comes with. In contrary to how most flak weapons operate this one concentrates most of it's shots in single place."
desc = "An anti-air autocannon utilizing 5cm flak rounds for maximum effect across targeted area. While surprisingly accurate for an oversized shotgun it doesn't have enough power to punch through objects with ease as other variants."
icon_state = "mecha_scatter"
equip_cooldown = 25 // we fire fairly slow, but do a LOT of damage up close.
matter = list(MATERIAL_STEEL = 25, MATERIAL_PLASTEEL = 15)
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max_ammo = 30
projectiles_per_shot = 1 //each 'projectile' carries 8 pellets
fire_cooldown = 1
deviation = 6 //kinda innacurate, but a horribly deudly firearm none the less.
deviation = 4 //kinda innacurate, but a horribly deudly firearm none the less.
required_type = list(/obj/mecha/combat)

/obj/item/mecha_parts/mecha_equipment/ranged_weapon/ballistic/scattershot/loaded
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34 changes: 20 additions & 14 deletions code/modules/projectiles/projectile/bullettypes.dm
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Expand Up @@ -753,17 +753,19 @@

can_ricochet = FALSE
embed = TRUE
sharp = FALSE
sharp = FALSE //Flak is for exploding near target rather than penetrating

affective_damage_range = 8
affective_ap_range = 9 //Anti-Air
affective_ap_range = 8 //Anti-Air
recoil = 2

/obj/item/projectile/bullet/pellet/mech_flak/military //Scatter-Shot Autocannon
damage_types = list(BRUTE = 22)
range_step = 8 //projectile will lose a fragment each time it travels this distance.
base_spread = 90 //lower means the pellets spread more across body parts.
spread_step = 1 //higher means the pellets spread more across body parts with distance
pellets = 8
wounding_mult = WOUNDING_SERIOUS //Faster moving
affective_damage_range = 11
affective_ap_range = 11 //Anti-Air

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icon_state = "bullet_heavy"
damage_types = list(BRUTE = 21)
wounding_mult = WOUNDING_SERIOUS
armor_divisor = 1.25 //To keep it somewhat fair towards the handhelds considering it has higher ammo capacity
armor_divisor = ARMOR_PEN_MODERATE //To keep it somewhat fair towards the handhelds considering it has higher ammo capacity
penetrating = 1

can_ricochet = TRUE

affective_damage_range = 6
affective_ap_range = 6 //Blarge rifle caliber
recoil = 8
recoil = 4 //It's mounted into a mech as well as the deviation already screws it over pretty badly - Lamasmaster

/obj/item/projectile/bullet/mech_autocannon //Autocannon
name = "gigantic round"
icon_state = "slug"
damage_types = list(BRUTE = 56)
armor_divisor = 4 //Tally ho
wounding_mult = WOUNDING_EXTREME
penetrating = 3 //tank sized round
damage_types = list(BRUTE = 50)
armor_divisor = 5 //Tally ho
wounding_mult = WOUNDING_DEVESTATING //You don't want to get hit by a tank round presumably - Lamasmaster
penetrating = 2 //tank sized round
nocap_structures = TRUE //anit-wall/door

can_ricochet = FALSE
//embed = FALSE - If it becomes too much of a problem uncomment this

affective_damage_range = 8
affective_ap_range = 8 //Heavy blarge caliber meaning bit less range
recoil = 2
affective_damage_range = 7
affective_ap_range = 7 //Heavy blarge caliber meaning bit less range
recoil = 1

/obj/item/projectile/bullet/mech_burstcannon //Burst-Fire Autocannon
name = "humongous round"
icon_state = "bullet_kurtz"
damage_types = list(BRUTE = 26)
armor_divisor = 3 //This fires 2 in a row so keep that in mind
wounding_mult = WOUNDING_SERIOUS
damage_types = list(BRUTE = 30)
armor_divisor = 3 //This fires 2 in a row so keep that in mind / It is technically armor defeating but for sake of it being the niche kill hordes gun alongside HMG it will stay this way - Lamasmaster
wounding_mult = WOUNDING_WIDE
penetrating = 3 //tank sized round
nocap_structures = TRUE //anit-wall/door

can_ricochet = FALSE
//embed = FALSE - If it becomes too much of a problem uncomment this

affective_damage_range = 10
affective_ap_range = 10 //Heavy blarge caliber but not as much as regular
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