(Poll) SYNDIE SHOTGUNS 9000

How, what and why to code in BYOND.
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Should this be merged?

Yes
15
29%
Yes
15
29%
Yes
15
29%
No
1
2%
No
1
2%
No
1
2%
Revise
1
2%
Revise
1
2%
Revise
1
2%
Abstain
0
No votes
Abstain
0
No votes
Abstain
0
No votes
 
Total votes: 51

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paprika
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(Poll) SYNDIE SHOTGUNS 9000

Post by paprika » #13210

https://github.com/NTStation/NTstation13/pull/708

OH BABY ANOTHER EPIC VERSION OF PAPRIKA'S ATTEMPT TO REPLACE THE E-GUNS IN THE NUKE OP LOCKERS!!!

8 Shell Magazines (Possibly 6 instead?)

3 Ammo Types: STUN SLUG (DEFAULT) (Electrodes in disguise), BUCKSHOT, AND DRAGON'S BREATH (INCENDIARY BUCKSHOT :twisted: )

E-GUN WEIGHT AND SIZE (FUCK CLUNKY HUGE GUNS)

DELICIOUS SPRITES

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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by Lovecraft » #13216

What's the specific damage for each?
Anything different than similar weapons in game already?
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by paprika » #13217

Semi automatic and mag fed is already incredibly unique for shotguns!

Also they shit out spent shotgun shells which I once again have to say is the coolest looking shit when they litter hallways.

Buckshot pellets have always done 15 brute with 5 pellets each shot, so point blank shots can do 75 damage potentially.

Stun slugs do 5 or no damage iirc, they're more or less electrodes in disguise like I said.

Dragon's breath is a 5-pellet version of incindiary slugs, and each pellet does 5 brute but lights people on fire so you can light 3 people on fire at a time potentially! Dragon's breath single shells for normal shotguns are also available in the protolathe with syndicate level 2.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by Kavaloosh » #13218

>not a daewoo
fucking dropped

really though, should be added, great work
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by lumipharon » #13253

So now that pap has a working, semi auto weapon that can use different types of ammo, anyone want to add incendiary ammo for the smg to the protolathe?
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by paprika » #13254

What, the 9mm smg? They'll have syndicate and plasma requirement, you know
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by lumipharon » #13260

Indeed.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by paprika » #13261

Well sure I can add it in this PR since it's not a big leap from dragon's breath, but it'll only do 5 damage since >20 round mag

Essentially a hades carbine in other words.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by lumipharon » #13275

Yeah that's exactly what I was aiming at, should make the smg actually fun again.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by paprika » #13373

I might add it as an ammo for c-20r as well because nuke ops shouldn't miss out on fire ammo, it's way too fun.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by paprika » #13382

PR updated with burn magazines for both the protolathe smg and the c-20r. Changelog for them is in the most recent comment in my PR (at the bottom of the PR).

Tell me what you think.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by Cheridan » #13388

Could you port these to /tg/station too? It'd be good to get rid of the nuke op eguns.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by paprika » #13391

I will once this is merged, sure.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by lumipharon » #13398

Glorious fire. I think the amount of plasma needed for the ammo is a little high/ammo count a little low, but I'll live with it.
DO the .45 incendiary rounds still stun, or is it only burn and damage? Because if it loses the stun, although fire is hilarious, it will be worse then the normal ammo.

Edit: Also, on the topic of incendiary, I've always thought that the incendiary grenade is pretty shit, considering it basically just spawns a small amount of burning plasma. If it caused an explosion on the otherhand, without any of the actual explody part, just the fire ball, now THAT would be fun. It would be a far more violent solution to crowd control then flashbangs, setting everyone in a room on fire.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by paprika » #13400

I'll make burn ammo the same price as a normal mag then, since it's so gimped in comparison.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by miggles » #13773

mergd
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by danno » #13799

bit late but i imagine there is gonna be a lot of nukeops shooting eachother and fucking each other over. but i guess we'll see.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by AseaHeru » #13920

Hurrah! No more silly Eguns for nukeopps!
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by lumipharon » #14064

Ops can already shoot each other though, changing their gun doesn't change that terribly much (except the buckshot stuff, that scatters right?).
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by paprika » #14071

Dragon's breath scatters too, but I expect nuke ops to learn about this quality feature and adapt to it and not shoot each other in a few weeks.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by danno » #14083

lumipharon wrote:Ops can already shoot each other though, changing their gun doesn't change that terribly much (except the buckshot stuff, that scatters right?).
At least with eguns/cr20s there's only one projectile, though. you can aim around your fellow ops to a moderate extent.
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Re: (Poll) SYNDIE SHOTGUNS 9000

Post by miggles » #14088

thats why the guy with the shotgun goes in the front nerdface
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