Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Energy Shotgun buffs with #34890 in mind #34898

Open
wants to merge 5 commits into
base: master
Choose a base branch
from

Conversation

Pronana
Copy link

@Pronana Pronana commented Feb 5, 2025

About the PR

#34890 buffed disablers to have a faster firerate, faster projectiles and more ammo capacity, which means the energy shotgun (which inherits its disabler projectile from the DisablerSMG) needs to be tweaked by comparison. These changes go a bit beyond the scope that to make the energy shotgun a bit more consistent in combat. No damage values have been tweaked, purely energy consumption and spread.

Why / Balance

To bring parity with disabler buffs and to also make the HoS shotgun perform a bit more like other shotguns.

The disabler now (if the PR gets merged) has 20 shots meaning if you hit all four shots required to stun, you have enough bolts to stun about 5 people. This makes the energy shotgun worse by comparison as it has less ammo capacity for its disabler shots and takes longer to disable a target.

To compensate, I've decreased ammo consumption so now it holds 20 disabler shots just like the new disabler. I've also tightened the spread a bit on the shotgun overall.

In terms of ranges I opted to try and make it two tiles worse than a shotgun alternative because heat is a really good damage type so:

2 tiles optimal range for wide (Just barely out of melee reach) and 1 tile worse than an enforcer with regular shells

6 tiles optimal range for narrow (The same as disabling was before) which is 2 tiles worse than the enforcer

7 tiles optimal range for disabling

At standard shell range for the enforcer, the narrow barrage is slightly better than wide with wide barely missing four projectiles hitting.

Technical details

  • energy consumption of energy shotgun disabler shots reduced from 120 -> 80
  • spread of wide barrage reduced from 30 -> 25 making it usable just barely outside of melee range and better than narrow up to enforcer range
  • spread of narrow barrage has been reduced from 10 -> 9 the previous range of the disabling barrage
  • spread of disabling barrage has been reduced from 9 -> 8
  • updated disabler, disabler SMG, and disabler projectile to match that of Sec Balance Part 1: Buffs Disabler and Disabler SMG #34890

Media

Requirements

Breaking changes

None I am aware of

Changelog

🆑

  • tweak: energy shotgun made more accurate, and halved energy consumption of disabler bolts
    -->

@github-actions github-actions bot added size/S Denotes a PR that changes 10-99 lines. S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. Changes: No C# Changes: Requires no C# knowledge to review or fix this item. labels Feb 5, 2025
@ArtisticRoomba ArtisticRoomba added P2: Raised Priority: Item has a raised priority, indicating it might get increased maintainer attention. S: Needs Review Status: Requires additional reviews before being fully accepted T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. A: Combat Area: Combat features and changes, balancing, feel A: Security Area: Security department, including Detectives, HoS and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Feb 5, 2025
@keronshb
Copy link
Contributor

keronshb commented Feb 5, 2025

This will be reviewed after the initial disabler PR is added and merged, So we don't have too many changes at once and make sure that balance is fine with the initial round.

@Pronana
Copy link
Author

Pronana commented Feb 5, 2025

This will be reviewed after the initial disabler PR is added and merged, So we don't have too many changes at once and make sure that balance is fine with the initial round.

Works for me also makes it easier to avoid merge conflicts

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
A: Combat Area: Combat features and changes, balancing, feel A: Security Area: Security department, including Detectives, HoS Changes: No C# Changes: Requires no C# knowledge to review or fix this item. DB: Beginner Friendly Difficulty: Great for beginners. Unambiguous in scope, and explains how to achieve the result. P2: Raised Priority: Item has a raised priority, indicating it might get increased maintainer attention. S: Needs Review Status: Requires additional reviews before being fully accepted size/S Denotes a PR that changes 10-99 lines. T: Balance Change Type: Balance changes through direct value changes, or changes to mechanics that affect it
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants