Open Stop-Signs opened 1 week ago
RSI Diff Bot; head commit 134ff7081db3bf8d6ba57f3e02a500c90609ffe7 merging into 88182267bf967ffe9e9232b461ef88d7c223fefb This PR makes changes to 1 or more RSIs. Here is a summary of all changes:
| State | Old | New | Status | --- | --- | --- | --- | | base | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/base.png) | Added | equipped-BACKPACK | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/equipped-BACKPACK.png) | Added | equipped-SUITSTORAGE | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/equipped-SUITSTORAGE.png) | Added | icon | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/icon.png) | Added | inhand-left | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/inhand-left.png) | Added | inhand-right | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/inhand-right.png) | Added | mag-unshaded-0 | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/mag-unshaded-0.png) | Added | mag-unshaded-1 | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/mag-unshaded-1.png) | Added | mag-unshaded-2 | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/mag-unshaded-2.png) | Added | mag-unshaded-3 | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/mag-unshaded-3.png) | Added | mag-unshaded-4 | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/mag-unshaded-4.png) | Added | wielded-inhand-left | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/wielded-inhand-left.png) | Added | wielded-inhand-right | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_cannon.rsi/wielded-inhand-right.png) | Added
| State | Old | New | Status | --- | --- | --- | --- | | base | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_devestator.rsi/base.png) | Added | inhand-left | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_devestator.rsi/inhand-left.png) | Added | inhand-right | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Battery/beam_devestator.rsi/inhand-right.png) | Added
| State | Old | New | Status | --- | --- | --- | --- | | beam | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Projectiles/projectiles.rsi/beam.png) | Added | impact_laser | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Projectiles/projectiles.rsi/impact_laser.png) | Added | muzzle_laser | ![]() | ![](https://raw.githubusercontent.com/Stop-Signs/Delta-v/134ff7081db3bf8d6ba57f3e02a500c90609ffe7/Resources/Textures/DeltaV/Objects/Weapons/Guns/Projectiles/projectiles.rsi/muzzle_laser.png) | Added
Edit: diff updated after 134ff7081db3bf8d6ba57f3e02a500c90609ffe7
https://github.com/user-attachments/assets/99be5a2c-51a6-4419-9512-a52eea683a23
Both of these weapons are balanced by their frankly bad time to kill, being about twice that of a Universal. To compensate, they have massive ammo capacities and are intended to hold down an area with suppressing fire.
The projectile sprite itself is sped up on its frame time to feel more snappy, and feel more like a "beam". Similarly, the sound is a bass-y hum rather than a sharp pop- to accommodate for the hearing of everyone else.
Makes sense for security to have a "heavy" weapon that's more defensive (doesn't literally punch a hole in their own vessel).
Makes sense for security to have a "heavy" weapon that's more defensive (doesn't literally punch a hole in their own vessel).
For direction's discussion, the Devestator does do structural damage.
However, its still a laser and infinity more controllable. It also takes a GOOD bit of time and ammo, but is genuinely feasible. This gives security a reliable "breaching" weapon as long as what they are breaching into isn't a window :trollface:
I intend to PR a researchable "mining/deconstruction" version of this gun eventually.
Also quick note that walls & structures reduce Structural damage by 10, and then another percentage, so "20 structural" is a lot less than 30. It takes time to breach, I recommend playing with the gun in a sandbox.
I think it isn't a good replacement for the RPG, for example a nuclear operative can just buy a E-Shield to counter the devastator and forget about it. Besides that, i love the guns.
I think it isn't a good replacement for the RPG, for example a nuclear operative can just buy a E-Shield to counter the devastator and forget about it. Besides that, i love the guns.
Real, I was thinking about reducing shield reflect chance and buffing it's health value anyway
it takes ~100 shots to bust a reinforced wall
Also, it won't really help as a breaching tool unless you're breaching an airlock since the lasers go thru the girders + the slowdown, you can just use a breaching charge instead
Requesting review, should be good to go honestly as it's balance approved & the RPG replacement happens per map.
RPG REPLACEMENT REAL RAAAAGH. I like it. It feels more suppressive instead of "Fire and Forget" antag obliterator. Zombie Mains weeping.
This sentiment is shared by direction. (Who also hate the RPG) :blunt: I would ask mappers after this PR is merged about this change.
Really the only thing that I'm curious about is how effective it is at clearing standard and reinforced walls. Other than that, it has the Direction Seal Of Approval.
Really the only thing that I'm curious about is how effective it is at clearing standard and reinforced walls. Other than that, it has the Direction Seal Of Approval.
I did test this, it takes over 100 shots to do so!
Really the only thing that I'm curious about is how effective it is at clearing standard and reinforced walls. Other than that, it has the Direction Seal Of Approval.
I did test this, it takes over 100 shots to do so!
Alright, that's all I really need. This has Direction's approval to merge.
About the PR
Adds the beam devastator, a much more powerful version of the beam cannon in #2221. Since the RPG is on the chopping block this could serve as a worthy replacement. It shoots several small damage beams a second and can be sprayed effectively. mag size of 500. takes incredibly long to recharge (about 10 minutes with a standard recharger), however it can be slotted into a cage recharger which has also been buffed, at this rate it takes ~3 minutes to fully charge.
2221 was closed as this PR adds it anyway, adds the beam cannon as well to the sec research tree
IMPORTANT NOTE!!!!!!: This item is UNOBTAINABLE and in order to replace the RPG will need to be MAPPED to do so. I am willing to map it myself but I don't exactly know how to do so.
Why / Balance
Curators were looking for an RPG replacement, this gun has a fairly low TTK and instead relies on sustained fire to be as oppressively as it is. A worthy successor to the RPG while not being just a no-skill one-tapinator
Technical details
Media
Github says the videos are too big. heres the sprite instead
Requirements
:cl: