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@Arcalane Arcalane commented May 23, 2025

Overview

Originally an experimental PR showing use of the oneAmmoHolder feature for underbarrels to add a charge mode to the Bryar Blaster Pistol in Outer Rim - Core. Allows it to fire sniper-grade shots at the cost of 1/4th of its 'magazine' (less efficient than actual sniper blasters) with decent range bump, but increased warmup time before firing.

Now expanded with some cleanup and balance/lore-adherence changes; Charric weapons have been adjusted to use Legends-accurate blue-green maser beams that deal a mix of burn and shock damage, but have had their range and capacity reduced slightly, and they cannot benefit from alternate ammo types or use stun mode.

Finally adds Concussion Blast mode to the TL-50 (Jedi Knight/Academy fans, this change is for you) which allows it to fire a powerful "energy grenade" for a very high ammo cost, inflicting a nasty blast effect in a small area. I always wanted to do this, I just didn't know how to go about it until now.

Refactors stun ammo entirely. This will eat all stockpiles of stun ammo and you will not be able to produce any more, but you won't need to either! It's just a stock feature of many blaster weapons now! Enjoy! Or don't. Stun bolts are also nerfed, so no more raiders casually KOing your entire defense line (I doubt this ever happened but given the effects of stun bolts in my tests, some nerfs were in order). The tradeoff here is that stun modes are generally around half the range (except for pistols) and twice the warmup time of the regular modes, stun modes are all single-shot only, and aren't available on all weapons, particularly heavy weapons or those with other special features. Stun mode works with the core ammo types as well.

Basically if you want to capture someone alive you still can, but you need to put a bit more effort into it; maybe hit them with a stun grenade first, then have multiple pawns light them up with stun blasts all at once.

Adds Disintegrate mode to the Amban Sniper (Mandalore pack). Inflicts high Vaporize damage with exceptional sharp pen, at the cost of massively reducing the weapon's range, doubling the warmup/aim time, and massively increasing the time taken to reload. Is this cheesable by swapping modes back and forth? Yes. But that involves micromanaging the pawn in question, which I think is fine as a tradeoff.

Adjusts projectile drawSize and speed to make pistol, rifle, and sniper/heavy bolts slightly more distinct (pistol bolts are slightly smaller, sniper/heavy bolts are slightly larger), and adds special "IonOnly" projectiles and ammosets for the three ion guns. Whilst the nature of EMP damage in CE prevents them from being completely harmless to organics, they should be very weak for such purposes compared to proper guns - but also very potent against droids now. The Heavy Ion Rifle in particular has a small splash radius too, making it a more distinct "crowd control" choice versus the lighter ion weapons.

Last but far from least, gives the DC-17m (clone commando carbine) its anti-armour attachment by default, which is to say it gets the ability to fire 40x46mm grenades from a single-shot launcher. I could've made a whole new starwarsy ammo type for this but I didn't feel like it. At most maybe I'll add some special anti-armour grenades later.

Also does some housekeeping on the folder structure to cut down on redundant folders, and renames AP blaster ammo to just "AP" rather than "Conc." for clarity.

Summary

  • CORE: Adds charge mode to Bryar Blaster Pistol. "Conc.(entrated)" blaster ammo is now just "AP", because my brain always tries to parse it as "Concussion" and I know other people have the same issue. This is also important now that the TL50 has the concussion blast mode, imo.
  • CORE: BARM Scattergun can now load AP ammo to fire a single concentrated slug (uses red sniper projectile), or Ion ammo to fire a smaller number of EMP-charged bolts.
  • CHISS: Changes Chiss Charric weapons to use slightly more powerful maser beams that deal a portion of their damage as EMP, with reduced range and ammo capacity, and no ammo flexibility or stun mode.
  • GENERAL: Changes weapon calibers to simply specify colour rather than faction(s), and condensed the names slightly.
  • GENERAL: Rebalances armor penetration of rifle and sniper blaster bolts as regular sniper bolts had less RHA pen than regular rifle bolts.
  • GENERAL: Refactors stun ammo to be an alt firemode on many weapons, rather than a whole other ammo type. Weapons that already do something fancy or cool or unique (TL50, E-22, charric weapons) or are "heavy" weapons (MG/sniper type) don't get access to stun mode. Stun mode can be used regardless of loaded ammo type, but stun modes have half the range (for non-pistols) and twice the warmup time, and are semi-auto/single only, no burst or auto.
  • GENERAL: Tweaks the Neuralizer DamageDef (which I added for Outer Rim back in Outer Rim Patches Update/Balancing #3014) to simply inflict the Anesthetic Hediff at a relatively low value scaling with damage, and reduces the velocity of stun bolts, so that stun bolts aren't an instant easy KO, especially through heavy armour. This has the added benefit of weakening targets even if they're not immediately KO'd, which fits with the behaviour of stun blasts.
  • EMPIRE: Adds concussion blast mode to the TL50, allowing it to fire a powerful energy blast at the cost of 100 ammo, regardless of current ammo type loaded.
  • MANDALORE: Adds disintegration mode to the amban sniper rifle, for when you don't care about taking those bounty targets alive. What's the catch? Leave the rifle on Disintegrate mode and it takes forever to reload, and the range is limited to 1/4th the weapon's usual range.
  • GAL. REPUBLIC: Adds grenade launcher addon to the DC-17m, firing 40x46mm grenades.
  • GENERAL: Adjusts projectile speeds and drawSizes, and adds special EMP-only ammosets for the ion blasters. Cleans up modpatch folder structure a bit.

Reasoning

This was mostly just a test/WIP PR, but I repurposed it a bit to allow addition of thematic modes and stun mode to certain weapons with less ammo type fiddliness. And then it got a bit feature-crept, oh well.

Now it also makes a couple of things fit better to (Legends) lore and all that fluff.

Also stun projectile nerf was in order because I totally overtuned it originally, and whilst I imagine nobody noticed because raiders couldn't spawn with stun ammo and the number of people playing outer rim w/ CE can probably be counted on one hand, I'd rather fix it now rather than never.

Alternatives

No cool new stuff, and stun ammo continues to be OP instant KO through heavy armour.

Notes

I did discover that whilst ammoConsumedPerShotCount works fine for underbarrels as well as primary modes, underbarrel modes using it can still fire a shot even if the magazine is below the specified/required value. For instance if I shoot 20 of the 24 shots in pistol mode (using 1 ammo per shot), and then swap to overcharge, I can still fire the overcharged shot when it should be unable to fire since it needs 6 but I only have 4. This is unlikely to come up unless you have two different modes that consume different amounts of ammo, admittedly. There is a PR up to fix this but it hasn't been merged yet.

Anesthetic Hediff still knocks out Droid Depot/Asimov Droids, which is silly and probably needs to be fixed on that end if it's even possible. I'm not sure if I can filter out applying Hediffs on the DamageDef's end or whatever.

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • (For compatibility patches) ...with and without patched mod loaded
  • Playtested functionality

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-15211521615.zip

@github-actions github-actions bot added the Download in Comments This PR has a zipfile download available. label May 23, 2025
@Arcalane Arcalane changed the title Outer Rim Blaster Charge Mode POC Outer Rim Blaster Changes May 24, 2025
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-15231813188.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-15232953934.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-15233840175.zip

@Arcalane Arcalane marked this pull request as ready for review May 25, 2025 03:43
@Arcalane Arcalane requested review from a team as code owners May 25, 2025 03:43
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-15242347483.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-15755411118.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-20215602598.zip

reorganizes modpatch folders
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-20215664465.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-20243877289.zip

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@Arcalane
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@N7Huntsman I haven't wanted to ping you about this 'cause I'm sure you're busy as hell, but this one's been open for ages. Anything in particular holding it up?

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