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nerf DU slugs, but make them cheaper #14473
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2 less uranium sheets each, AP under 100 but still absurdly high, lower damage to go with them being slightly less expensive
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Make damage 25->33 and it's fine. Otherwise, slugs are outright better in 99.9% of circumstances while being far easier to obtain and mass produce. |
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what of the price nerf/buff? I felt 3 sheets per slug was a bit steep, especially if you can't three-shot funny a deathsquad, or even admin armor now |
If the AP were reduced to anything that allowed elite nukie hardsuit and bulletproof armor to work, then I would say increase damage back to the point where it can 3 shot and keep its expensiveness. List of notable uses of uranium ammo considering its niche:
That being said, you can just make uranium slugs and load up on them for one fewer hit than slugs overall. That's still robust. They need to be powerful enough while easy enough to produce to warrant being considered in emergency situations. 1-2 sounds about right. 3 is too much, for sure. My reflex is two sheets just because of how GOOD that much AP is. |
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This isn't even considering being able to just shoot someone in a mech, as I'm not the most familiar with those mechanics. Personally I'd have damage set to 27-30 just so there's some leeway in not critting on the third shot. IT's super easy to just have leftover damage or take one grazing point from quite literally anything. |
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if I dropped the thermite from the cost, and bumped it back to 2 sheets each, would that be reasonable? Thermite doesn't make a hell of a lot of sense to be in there, as while other techshells need one, DU slugs take both uranium and a reagent (thermite) and that reagent has nothing to do with the function of it thematically (thundershot being Teslium, for example) Alternative is swap it for Fuel, like the improv shell. |
Thermite is known for melting armor. Would have to chew on the practicality of actually crafting these with it remaining. |
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For reference the regular shotgun slug does 30 damage at 35% armor. Any armor higher then this is where this slug should come into place, making 30 a decent damage at 85 AP (Since this will pass through essentially any armor in game), and still 4 shot. The 30 damage gives you a 10 damage range of surviving the last shot so you don't die because you sneezed for 1. (or got hit by le tool boxing assistant for 5) |
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the AP could be brought down a smidge tbh, but this being a moderately expensive shell with limited utility against most threats, but excellent utility against things like nukies/mechs, it's probably fine? |
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If this PR goes through I'll see how many slugs I can feasibly make in a short period of time on a nukies round, as that's really going to be the practical limitation on its uranium cost. That being said, they're VERY powerful against nukies, so they should be a little on the scarce side. |
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Any comments about the wound mod? was it fine at -30? |
The threats that can get this much armor: captain has 40, bulletproof vests from cargo have 60, adamantine which is all around has good armor and is seen often has 50, nanites gives 25 plus any armor you have, Nukies of course have 60 (with elite suit), Shielded cult robes for bloodcult, Almost every golem type, Changeling armor, Any ERT, Any deathsquad, Heratics with robes on, Clock cultist with armor, or clockie golems, Windows, Doors, Cargo crates. |
Clarification; do all of these have 60, or.... |
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All of those have 35 or higher, which is where the regular slug goes lower then 30 damage, that being said almost all of them have 50 or more, only a few have 40. |
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85 would counter elite-suit nukies with nanites possibly (which could happen), and these shells are still both expensive and awkward to produce en-mass. I feel like I should leave it at 85 and leave it open to either future adjustment PRs or, if I am told otherwise, lower it per request from someone who knows balance a bit better than me |
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Reduced AP to 60, wound mod further reduced. there's not a lot I can do to make this ammo not a straight upgrade to normal slugs and keep it worth making; cost is a non-issue in rounds outside of WarOps and lowpop. |
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1 less uranium sheets each, AP under 100 but still absurdly high, lower damage to go with them being slightly less expensive
Document the changes in your pull request
Makes Depleted Uranium Slugs for shotguns 1 uranium sheet cheaper (2 from 3), drops their damage by 5 (30 from 35), and
reels in their LUDICROUS 200AP, down to 60, and changes their wound mod to -45 from -30
Changes untested, but should work.
Wiki Documentation
wiki info about DU slugs would require a small adjustment to match
Changelog
Edit the changelog below to reflect the changes made by this PR, even if the changes are minor - required for every PR.
If you add a name after the ':cl', that name will be used in the changelog. Leave it empty to use your GitHub name.
🆑
tweak: Depleted Uranium Slugs cost 1 less uranium sheet each
tweak: Depleted Uranium Slugs have 60 ap (down from 200)
tweak: Depleted Uranium Slugs do 30 damage (down from 35)
tweak: Depleted Uranium Slugs have a -45 wound mod (down from -30)
/:cl: