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Taser changes. (#4923)
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* Taser changes.

Taser beam has lost its AP, the combination of hitscan, commonality and pain damage makes me think it really...doesnt deserve AP.

Electrode bolt(such as those used by the counselor and zeus.) which DIDN't have AP have been given the AP that taser beams had, they are slower and a bit harder to use - and giiven that they fit the 'heavy big boy stuns, this seems fiine'.

Stunbolts(as used by the counselors big boy fire mode and shotgun stunslugs) have the above +20 ap, though I mused on giving them extra in light of how limited these shots tend to be, but for now just 20AP.

* Update code/modules/projectiles/projectile/energy.dm
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cdb-is-not-good authored Jan 15, 2024
1 parent 1c974b6 commit 5aa9eb8
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1 change: 1 addition & 0 deletions code/modules/projectiles/projectile/beams.dm
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Expand Up @@ -210,6 +210,7 @@ In pvp they also have more lasting damages, such as infections, pain form burns,
/obj/item/projectile/beam/stun
name = "stun beam"
icon_state = "stun"
armor_penetration = 0
nodamage = 1
taser_effect = 1
agony = 30
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1 change: 1 addition & 0 deletions code/modules/projectiles/projectile/energy.dm
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Expand Up @@ -50,6 +50,7 @@
name = "electrode"
icon_state = "spark"
mob_hit_sound = list('sound/weapons/tase.ogg')
armor_penetration = 20
nodamage = 1
taser_effect = 1
agony = 40
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