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CAS balance patch: Widowmaker is dead, long live widowmaker (#13993)
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* very balanced, dopa. why dont you go die

* le last second cost adjustment
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dopamiin0 authored Sep 22, 2023
1 parent 1965359 commit 12fa40e
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Showing 4 changed files with 28 additions and 23 deletions.
2 changes: 1 addition & 1 deletion code/controllers/subsystem/points.dm
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@@ -1,5 +1,5 @@
// points per minute
#define DROPSHIP_POINT_RATE 18 * ((GLOB.current_orbit+3)/6)
#define DROPSHIP_POINT_RATE 18 * (GLOB.current_orbit/3)
#define SUPPLY_POINT_RATE 20 * (GLOB.current_orbit/3)

SUBSYSTEM_DEF(points)
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40 changes: 22 additions & 18 deletions code/game/objects/structures/dropship_ammo.dm
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Expand Up @@ -206,11 +206,11 @@
desc = "A crate full of 30mm bullets used on the dropship heavy guns. Moving this will require some sort of lifter."
equipment_type = /obj/structure/dropship_equipment/cas/weapon/heavygun
travelling_time = 6 SECONDS
ammo_count = 200
max_ammo_count = 200
ammo_count = 2000
max_ammo_count = 2000
transferable_ammo = TRUE
ammo_used_per_firing = 20
point_cost = 75
ammo_used_per_firing = 200
point_cost = 100
///Radius of the square that the bullets will strafe
var/bullet_spread_range = 2
///Width of the square we are attacking, so you can make rectangular attacks later
Expand Down Expand Up @@ -258,7 +258,7 @@
if(QDELETED(AM))
continue
//This may seem a bit wacky as we're exploding the turf's content twice, but doing it another way would be even more wacky because of how hard it is to modify explosion damage without adding a whole other explosion type
AM.ex_act(EXPLODE_LIGHT)
AM.ex_act(EXPLODE_LIGHT)

if(length(strafelist))
addtimer(CALLBACK(src, PROC_REF(strafe_turfs), strafelist), 2)
Expand All @@ -269,7 +269,7 @@
icon_state = "30mm_crate_hv"
desc = "A crate full of 30mm high-velocity bullets used on the dropship heavy guns. Moving this will require some sort of lifter."
travelling_time = 3 SECONDS
point_cost = 150
point_cost = 225


//railgun
Expand Down Expand Up @@ -321,7 +321,7 @@
transferable_ammo = TRUE
ammo_used_per_firing = 10
warning_sound = 'sound/effects/nightvision.ogg'
point_cost = 85
point_cost = 150
///The length of the beam that will come out of when we fire do both ends xxxoxxx where o is where you click
var/laze_radius = 4
ammo_type = CAS_LASER_BATTERY
Expand Down Expand Up @@ -395,7 +395,7 @@
icon_state = "single"
travelling_time = 3 SECONDS //not powerful, but reaches target fast
ammo_id = ""
point_cost = 75
point_cost = 225
devastating_explosion_range = 2
heavy_explosion_range = 4
light_explosion_range = 7
Expand All @@ -412,7 +412,7 @@
desc = "The AGM-227 missile is a mainstay of the overhauled dropship fleet against any mobile or armored ground targets. It's earned the nickname of 'Banshee' from the sudden wail that it emitts right before hitting a target. Useful to clear out large areas. Moving this will require some sort of lifter."
icon_state = "banshee"
ammo_id = "b"
point_cost = 150
point_cost = 225
devastating_explosion_range = 2
heavy_explosion_range = 4
light_explosion_range = 7
Expand Down Expand Up @@ -446,7 +446,7 @@
desc = "The SM-17 'Fatty' is the most devestating rocket in TGMC arsenal, only second after its big cluster brother in Orbital Cannon. These rocket are also known for highest number of Friendly-on-Friendly incidents due to secondary cluster explosions as well as range of these explosions, TGMC recommends pilots to encourage usage of signal flares or laser for 'Fatty' support. Moving this will require some sort of lifter."
icon_state = "fatty"
ammo_id = "f"
point_cost = 250
point_cost = 325
devastating_explosion_range = 2
heavy_explosion_range = 3
light_explosion_range = 4
Expand Down Expand Up @@ -479,7 +479,7 @@
desc = "The XN-99 'Napalm' is an incendiary rocket used to turn specific targeted areas into giant balls of fire for a long time. Moving this will require some sort of lifter."
icon_state = "napalm"
ammo_id = "n"
point_cost = 200
point_cost = 250
devastating_explosion_range = 2
heavy_explosion_range = 3
light_explosion_range = 4
Expand Down Expand Up @@ -508,13 +508,13 @@
ammo_count = 6
max_ammo_count = 6
ammo_name = "minirocket"
travelling_time = 4 SECONDS
travelling_time = 2 SECONDS
transferable_ammo = TRUE
point_cost = 100
point_cost = 175
ammo_type = CAS_MINI_ROCKET
devastating_explosion_range = 0
heavy_explosion_range = 2
light_explosion_range = 4
light_explosion_range = 3
prediction_type = CAS_AMMO_EXPLOSIVE
cas_effect = /obj/effect/overlay/blinking_laser/minirocket

Expand All @@ -536,7 +536,8 @@
name = "incendiary mini rocket stack"
desc = "A pack of laser guided incendiary mini rockets. Moving this will require some sort of lifter."
icon_state = "minirocket_inc"
point_cost = 200
point_cost = 250
travelling_time = 4 SECONDS
light_explosion_range = 3 //Slightly weaker than standard minirockets
fire_range = 3 //Fire range should be the same as the explosion range. Explosion should leave fire, not vice versa
prediction_type = CAS_AMMO_INCENDIARY
Expand All @@ -550,7 +551,8 @@
name = "smoke mini rocket stack"
desc = "A pack of laser guided screening smoke mini rockets. Moving this will require some sort of lifter."
icon_state = "minirocket_smoke"
point_cost = 25
point_cost = 75
travelling_time = 4 SECONDS
cas_effect = /obj/effect/overlay/blinking_laser/smoke
devastating_explosion_range = 0
heavy_explosion_range = 0
Expand All @@ -566,8 +568,9 @@
name = "Tanglefoot mini rocket stack"
desc = "A pack of laser guided mini rockets loaded with plasma-draining Tanglefoot gas. Moving this will require some sort of lifter."
icon_state = "minirocket_tfoot"
point_cost = 150
point_cost = 200
devastating_explosion_range = 0
travelling_time = 4 SECONDS
heavy_explosion_range = 0
light_explosion_range = 2
cas_effect = /obj/effect/overlay/blinking_laser/tfoot
Expand All @@ -583,7 +586,8 @@
name = "illumination rocket flare stack"
desc = "A pack of laser guided mini rockets, each loaded with a payload of white-star illuminant and a parachute, while extremely ineffective at damaging the enemy, it is very effective at lighting the battlefield so marines can damage the enemy. Moving this will require some sort of lifter."
icon_state = "minirocket_ilm"
point_cost = 25 // Not a real rocket, so its cheap
point_cost = 50 // Not a real rocket, so its cheap
travelling_time = 4 SECONDS
cas_effect = /obj/effect/overlay/blinking_laser/flare
devastating_explosion_range = 0
heavy_explosion_range = 0
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8 changes: 4 additions & 4 deletions code/game/objects/structures/dropship_equipment.dm
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Expand Up @@ -721,7 +721,7 @@
desc = "A dismounted GAU-21 'Rattler' 30mm rotary cannon. It seems to be missing its feed links and has exposed connection wires. Capable of firing 5200 rounds a minute, feared by many for its power. Earned the nickname 'Rattler' from the vibrations it would cause on dropships in its inital production run. Moving this will require some sort of lifter."
icon_state = "30mm_cannon"
firing_sound = 'sound/weapons/gunship_chaingun.ogg'
point_cost = 400
point_cost = 300
dropship_equipment_flags = USES_AMMO|IS_WEAPON|IS_INTERACTABLE
ammo_type_used = CAS_30MM

Expand Down Expand Up @@ -749,7 +749,7 @@
desc = "A rocket pod weapon system capable of launching a single laser-guided rocket. Moving this will require some sort of lifter."
firing_sound = 'sound/weapons/gunship_rocket.ogg'
firing_delay = 5
point_cost = 600
point_cost = 450
ammo_type_used = CAS_MISSILE

/obj/structure/dropship_equipment/cas/weapon/rocket_pod/deplete_ammo()
Expand All @@ -773,7 +773,7 @@
icon = 'icons/Marine/mainship_props64.dmi'
firing_sound = 'sound/weapons/gunship_rocketpod.ogg'
firing_delay = 10 //1 seconds
point_cost = 600
point_cost = 450
ammo_type_used = CAS_MINI_ROCKET

/obj/structure/dropship_equipment/cas/weapon/minirocket_pod/update_icon()
Expand All @@ -797,7 +797,7 @@
icon = 'icons/Marine/mainship_props64.dmi'
firing_sound = 'sound/weapons/gunship_laser.ogg'
firing_delay = 50 //5 seconds
point_cost = 600
point_cost = 800
dropship_equipment_flags = USES_AMMO|IS_WEAPON|IS_INTERACTABLE
ammo_type_used = CAS_LASER_BATTERY

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1 change: 1 addition & 0 deletions code/modules/requisitions/supply_export.dm
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
return FALSE

SSpoints.supply_points[faction_selling] += points
SSpoints.dropship_points += points * 0.05
return new /datum/export_report(points, name, faction_selling)

/mob/living/carbon/human/supply_export(faction_selling)
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