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FaNshot shells #37260
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FaNshot shells #37260
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"knock objects from their anchor" uh oh |
if there's any sanity checks i missed then lay them on me |
There's a number of things that base themselves around being anchored such as the singularity and wall-mounted items, overall it affecting unanchored things might introduce too much jank and I recommend just leaving it to pushing around unanchored objects at most. |
yea, wall mounted items are being very strange on testing, currently working thru them |
nice hustle tons-a-fun, next time eat a salad |
I want this in the code for me to use for bussing, but I feel it'd introduce too much jank as is to give players access to freely |
would it be less jank if i restricted the unanchoring to machines with the WRENCHMOVE flag? did that now |
i feel like it unanchoring things is a bit much, not to mention all the weird edge cases |
remove from ammolathe, add to crate of weird shotgun shells for vox traders |
if that's a thing already i wouldn't mind doing it |
Collabs talked, we're not fans of the unlocking ability. Too many edge cases. It's gotta go, I'm sorry. Tampering this bullet straight buffs it. This doesn't even fit the nature of tampering imo, which imposes a strange drawback on the user. A good tamper for this bullet would be having it knock back the shooter instead of firing a bullet (though this would be considerably harder to code). For transparency: I'm personally not a fan of arcane tamper right now. It's getting beyond emag levels of power creeped, and becoming more and more dangerous with each new buff. Compare the utility of it to something like summon snacks. Folks are already asking me to PR a three to five minute expiration on tampered objects. Otherwise I don't have many problems with a bullet that gives heavy knockback in the ammolathe. Would be fitting as an exotic trader shell too. |
the anchoring thing? fine i guess
yea i added this before i saw your feedback on it, i'll remove it since it's rare anyways. plus you can go ahead and PR that honestly |
you damn better make it so shooting the FANshot whilst jumping knocks you back, as well as the victim |
Please could you add barman to the discount list? He's the only crewman to have a shotgun in his default kit and his existing special shells are awful (makes you act drunk if you have lots of booze in your system?) |
deal |
Sad the unachoring was removed, we could've had a firing squad singularity containment setup. |
could you call these something relating to physics, like maybe "Inertia shells" or something? |
don't mind this since i like it more, plis emoji this comment if you like this name peeople |
oh wait force of nature shot thats way better |
in retrospect not the best name but at least "fanshot" is a subtle nod |
[content]
What this does
adds a fun new kind of shotgun shells to the contraband section of ammolathes
FaNshots do the same damage as beanbags, but knock back targets up to 7 tiles depending on distance from the firer, with that being the range at point blank. Syndies can purchase a high force version of these for 12TC (8TC discounted for wardens and HoS) which do 30 damage and double knockback.
Why it's good
fun kind of knockback ammo traded off for damage
How it was tested
purchasing from ammolathe and uplink, firing it at things
Changelog
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