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Outer Rim Blaster Changes #3909
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Outer Rim Blaster Changes #3909
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-15211521615.zip |
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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 |
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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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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-20253338241.zip |
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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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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-20533358195.zip |
Overview
Originally an experimental PR showing use of the
oneAmmoHolderfeature 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
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
ammoConsumedPerShotCountworks 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: