Add new tier of guns and bullets, add .357 caliber, plus minor gun tweaks#482
Conversation
This reverts commit c4baba0.
|
Hmm. I feel like these map tests are failing 4noraising |
|
Not sure why map tests are failing (something to do with materials.dm and ore generation, which I haven't touched?) and considering this same issue cropped up last time and then magically fixed itself I'm going to go with it being an issue with Kleibkhar and not anything I did Please LMK if I missed something and it is, indeed, my fault |
|
Very good! Ready 4 review |
|
okay now it's actually ready for review (forgot to add the designs to protolathe) |
| research_excluded = TRUE No newline at end of file | ||
| research_excluded = TRUE | ||
|
|
||
| /obj/item/gun/projectile/update_base_icon() // sets streamlined way for mag-fed guns to check they sprites |
There was a problem hiding this comment.
Won't this cause issues with subtypes of /obj/item/gun/projectile that don't have these additional icon states, or do all the guns we current have have them?
There was a problem hiding this comment.
I was worried about this, but when I tested it all other weapon subtypes (currently that'd be speedloaders, individually loaded, and bolt-action) have their own 'update_base_icon' up the line, so it doesn't appear to be breaking anything that I could tell when I was testing it.
That's also why the second 'pistol' update_base_icon is needed, because otherwise pistols have their own update_base_icon that overrides this one.
|
Looks like it's the same strata issue cropping up again; should still be OK for review for reasons mentioned previously about this issue |
Description of changes
Adds a whole new tier of firearms - Tier 2, or 'Advanced', acting as the 'spacer' tier which brings some of the more useful firearms to the table.

Advanced ammunition is denoted with the color blue, as apposed to Tier 1 ammo using light red and Tier 0 ammo using brown.
.22LR 'Triple-Threat' HG (Pocket Pistol)

The second addition to the pocket pistol category, the 'Triple-Threat' is unique in that it possesses a 3-round burst option alongside the standard semi-automatic fire. It's additionally slightly more accurate than the 'Rimfire'.
.22LR 'Junior' SMG (Submachine Gun)

The first fully-automatic weapon in the weapon overhaul. The 'Junior', while chambered in the measly .22LR caliber, has both a semi-automatic and fullauto function, making it extremely effective at spewing bullets at a target quickly. It isn't super accurate, though, especially when using fullauto for extended bursts.
.45 'Paco' HG (Pistol)

The 'Paco' is much like it's 'Colt' predecessor, but boasts slightly increased accuracy and reduced fire delay between shots.
.357 'Officer' RV (Revolver)

The 'Officer' is an accurate, high-power weapon chambered in the new .357 caliber. It is exceptionally deadly, but can only chamber 5 rounds at a time. It additionally suffers from an extended fire delay.
12g 'Gladdy' SG (Pump-action Shotgun)

The 'Gladdy' is the best-in-class for pump-action shotguns; shotguns added in the future will be automatic. It can chamber 7 shells and has a reduced fire delay compared to the 'Teufort'.
5.56 'Deadshot' BA (Bolt-Action Rifle)

The 'Deadshot' is the first weapon in the overhaul to possess a built-in scope. Additionally, it is considerably more accurate than the 'Mosin', especially when fired while scoped-in. It has a slightly higher ammunition capacity than the 'Mosin', too.
Laser 'Martin' EG (Laser Pistol)

The 'Martin' is a massive step up from the 'Settler' laser pistol, boasting double the charge capacity. However, it still fires the relatively weak Alpha-class beams.
Laser 'Frontrunner' EG (Laser Rifle)

The 'Frontrunner' fires the deadly Beta-class beams, and offers an 8-shot charge capacity. It is, however, large and must be stored on the back or in hands.
Also does an assortment of relatively minor tweaks across the board for guns;
Why and what will this PR improve
This expands the gun overhaul I've been working on to include a fully-automatic weapon, a scoped weapon, and some consistently reliable firearms across the board. It serves as a reliable mid-game point for people investing R&D into weaponry.
Later on, I'd like to add a few more burst-fire weapons to the T2 mix, plus maybe a handful of T1 and T0 weapons if needed.
This stuff has been kinda balanced based off internal testing, but I'm hoping to get a real good look at balancing at the next testing run.
Authorship
CEV Eris for all sprites
genessee for everything else
Changelog
🆑
add: New .357 caliber, used in the 'Chief' and 'Officer' revolvers; very high damage, but expensive and poor armor penetration compared to .45 or 5.56 - also adds proper speedloaders for .357 revolvers (sorry, Underdog!)
add: Tier 2 ('Advanced') guns; 'Officer' revolver, 'Deadshot' bolt-action rifle, 'Gladdy' shotgun, 'Martin' laser pistol, 'Frontrunner' laser rifle, 'Paco' pistol, 'Triple-Threat' pocket pistol, and 'Junior' submachine gun
tweak: Recolored 12 gauge ammo boxes to more clearly differentiate slugs and buckshot
tweak: The 'Chief' is now chambered in .357 instead of .45
tweak: The Marine and Tagger's in-hand wielded sprites and worn sprites have been recolored to differentiate between the two
bugfix: Pocket pistols now function as firearms
bugfix: Weapons with magazines no longer lose them when they run out of bullets
bugfix: Ammo boxes now appear empty when empty
/:cl: