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Gorlex Chem-lasers #39231
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Gorlex Chem-lasers #39231
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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RSI Diff Bot; head commit 02ca933 merging into 43b3250 Resources/Textures/Objects/Tanks/plasmacell.rsi
Resources/Textures/Objects/Weapons/Guns/Battery/chem_laser.rsi
Resources/Textures/Objects/Weapons/Guns/Battery/chem_multilaser.rsi
Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi
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Ive been greenlit on passing the gun feature freeze for this pr |
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This is very cool but i feel having both a special plasma ammo type AND a power cell is a bit excessive, it may have too poor (or too frustrating) bullet economy with these two features combined. |
as they currently are, they get a lot more shooting before requiring reload than laser rifle/laser cannon/xray cannon. i think this will make up for that which type of ammo needs changing has a different and clear identifier, the battery has the typical battery mechanics, and the tank auto ejects on empty |
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Wow this stuff is overpriced. 22tc for what is something you can get in the armory. I guess you can refill it but it's 8tc for more gas and its not like plasma is common around the station. There are 2 places you can find a canister(atmos/engi and sci) and sci doesn't even always have one. How many shots does it have on a full tank with a med battery? If the weapon is utility what utility spot is it trying to fill? This is worse than what crew has for that and crew even has a better counter for this than syndies have. In warops the crew gets advanced laser pistols so this is outclassed. For syndicate you need to be able to access your target's body so shooting through glass is not worth your entire tc budget. I could see stealthops with this to deal with cap but eshield is also a thing. |
this is nowhere near worse than what the crew gets, it just happens that nearly all laser weapons have significantly lower dps than kinetics. the chem rifle matches laser cannon dps but with more than double the ammo before requiring battery swapout as for price, its hard to judge whats ballanced and any price changes are absolutely on the table, please feel free to suggesst what cost |
Honestly it matching the laser cannon DPS might make it too strong. But I wouldn't get bogged down on balance until we see it in action, especially given the inaccuracy. |
the chem-laser is the accurate rifle one that matches the laser cannon dps and is 22tc Id rather aim a little high for the cost and have it have to be brought down later, than vice versa |
It's uh... 3 damage higher per shot than the regular rifle and .2 fire rate faster. Tbh, when I looked at it I thought regular lasers shot medium lasers, but I was wrong. So regular laser rifles shoot 14 heat at 2 firerate, while laser cannons shoot 28 at 1.5. That's uh 28 v 42 and the chem laser does 37.4 with 17 a shot and 2.2 fire rate. That's close enough, I guess
How many shots does a plasma cell have when it comes out the box? How many does a full medium battery have?
C20r is 17, Estoc is 18, Bulldog is 20, so maybe 19 for the rifle? or maybe 1-2 lower. I would drop the multilaser down a lot if its intended to be a handgun pocket weapon. The others are 3-4 tc and don't take up nearly as much inventory, maybe 6 for it then? seems like a big jump I guess but its so inaccurate in the video I think dusters and throwing knives would be an on-par weapon. Definitely drop the gas can price, 8tc is crazy for ammo... I guess I don't know how many shots it is but its also a 2x2 and only half of what you use to shoot it... mabye 4tc but I also just don't know how many shots one is. |
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I have a concern about not checking the gas mixture when fired. You'll be able to fire even if the required gas disappears somehow, so long as there enough of any gas to pass the GasUsage check.
@arenaconspiracy But like... why not? It's just more content that could be implemented later if not here then somewhere downstream. Like you even said in a previous message: "Maybe in the future it can be rebranded for another faction". I think it's not really realistic to expect someone to hold on to and remember a branch for years to re-PR later, than to instead just add something unobtainable now for someone to possibly implement later. Even if there were an extra 10k unused prototypes all it would do is make server restart times slightly longer. |
Alternatively we can also not bloat the repository with unfinished stuff, and implement finished stuff instead ? |
sorry, wdym unfinished stuff? |
In this particular case, I mean a bunch of unused assets for an unobtainable item that someone can finish implementing in a year or two. |
this adds it through the uplink like many other fully implemented items. |
@EthanQix I was making the point that adding unobtainable items doesn't hurt anything especially if it means a cool item that doesn't fit in now might be found a better niche later. You quoted me but you didn't actually make a counter-point. Your response is a bit unconstructive and you used the word "bloat" just because of it's negative connotation. That also doesn't make sense in this context because If its not actually obtainable in the game, then what part of gameplay is becoming oversaturated? |
Ah okay, I didn't know that mb. |
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We can make our own lore reasons for why nukies have eswords but no lasers currently (patents probably). As for the reflective vests, that's probably more for use against revs with lasers or something. I will say factions might seem less distinct from one-another if they use similar weapons, though not always. |
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I don't think a terrorist org would give a shit about patent and copyright law |
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Snebl made a good point refuting my claim about unobtainable items. I have been convinced. |
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From a worldbuilding perspective, Gorlex being a PMC, why would they be the second corporation after Nanotrasen to invent a laser? Wouldn't Cybersun make a lot more sense? In terms of gameplay, NT's monopoly on lasers helps reinforce the asymmetric dynamic between nukies and the crew. These make a lot more sense as replacements for the current laser rifle and cannon, which have always suffered from a lack of ways to get more shots without returning to security. |
rough industrial scifi apearance with a highly toxic and unstable fuel source |
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Just invent a new Syndicate member group for two items :godo: |
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NT being required to have a monopoly on lasers by lore is not a good reason not to add the equipment to the essentially lore-free Wizden upstream. I say this as someone who is a big fan of lore and has an entire lore plan for scurrets. Gameplay over lore. If you need manufacturers, both Donk and Waffle Co manufacture Syndicate weaponry. My hunch would be to go with Donk for these given blasting things with radiation is kinda their thing (Donk Co microwaves, Donk pockets...). Donk also are a bit more of a goofball brand and manufacturing knock-offs of NT's laser equipment using dodgy chems feels like something they'd do. |
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Consider: "Gorlex Chem-laser" sounds cooler than "Donk Chem-laser"... though "Chem Donk-laser" has a certain ring to it. Also, name bikeshedding moment. |
Absolutely agreed, yet it's not just about lore. As was said before, this also creates more asymmetrical gameplay for crew against nukies, especially on warops (crew builds glass mazes and shoots nukies through them). |
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Cool idea, and the sprites look solid. The orange beams give 'em a nice distinction against NTs, and the design of using chemicals and power compared to NT's mass-produced battery blasters is a solid contrast. I'm not sold on the name though I will say. I know chemical lasers are an actual thing but 'Chem-Laser' just doesn't quite work for me. |
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |

































About the PR
Introduces the Gorlex Chem-laser (a supporting laser rifle) and the Gorlex chem-multilaser (a supressing laser smg)
Gorlex chemical lasers are distinguished from conventional lasers by requiring both plasma gas and a power cell to produce their lasers.
Why / Balance
Intoducing the missing category of laser weapons to the syndicates armouries finally gives reflective vests and laser shields their reason to exist (which they have desperately been waiting for).
Neither weapon is focused on damage output, finding their niches elsewhere as to diversify strategies. The Chem-laser is a 22tc purchase that fits well as a longer range supporting role because of its lower firerate, its accuracy, longevity and the ability to pass glass. The Chem-multilaser (14tc) Is small, one handable and has high firerate but has awful accuracy, making it a fine supressing tool.
The weapons being battery fed is counterweighted by the plasma gas cells, however there is the option to refill the empty plasma cells from the stations plasma cannisters, something that can be exploited by either side.
These introductions focusing on niches rather than having a competetive dps should make combat more dynamic rather than being a straight buff.
Technical details
altered the pneumatic cannon system to optionally filter for gas types.
Media
this.mp4
Requirements
Breaking changes
Changelog
🆑 Tao7891, Psychpsyo