Open SuperStucco opened 5 months ago
Man, that is a niche find, well spotted! I don't think there's any drawback to adding F_BURST_FIRE to AMS weapons... If it's not too fiddly, we should probably implement a unit test that verifies burst damage by AMS against CI first, and then use that to quickly iterate while updating the AMS damage attributes - that way a lot of game creation overhead can be avoided.
From some 49.20 SNAPSHOT work on AMS:
Anti-Missile System at Foot Platoon (Rifle) #2 (SuperStucco); needs 8, rolls 12 : hits TPRS Direct fire weapon against infantry, damage changed from 2 to 1 Foot Platoon (Rifle) #2 (SuperStucco) takes 1 damage to TPRS. 25 men alive
When used manually per TacOps rules, standard AMS should be as a MG and laser AMS as a micro-pulse laser, which should be burst fire damage against conventional infantry. This will probably require changing the AMS weapon types to have F_BURST_FIRE flag as well as the infDamageClass property (although there may be other changes necessary).