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@TaoNewt
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@TaoNewt TaoNewt commented Jul 27, 2025

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

Screenshot 2025-07-26 222607
this.mp4

Requirements

Breaking changes

Changelog

🆑 Tao7891, Psychpsyo

  • add: Added chemical (laser) weapons

@PJBot PJBot added S: Needs Review Status: Requires additional reviews before being fully accepted. Not to be replaced by S: Approved. S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. Changes: Sprites Changes: Might require knowledge of spriting or visual design. labels Jul 27, 2025
@github-actions github-actions bot added size/M Denotes a PR that changes 100-999 lines. S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted labels Jul 27, 2025
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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github-actions bot commented Jul 27, 2025

RSI Diff Bot; head commit 02ca933 merging into 43b3250
This PR makes changes to 1 or more RSIs. Here is a summary of all changes:

Resources/Textures/Objects/Tanks/plasmacell.rsi

State Old New Status
equipped-BELT Added
equipped-SUITSTORAGE Added
icon Added
inhand-left Added
inhand-right Added

Resources/Textures/Objects/Weapons/Guns/Battery/chem_laser.rsi

State Old New Status
base Added
icon Added
inhand-left Added
inhand-right Added
mag-unshaded-0 Added
mag-unshaded-1 Added
mag-unshaded-2 Added
mag-unshaded-3 Added
mag-unshaded-4 Added
tank Added
wielded-inhand-left Added
wielded-inhand-right Added

Resources/Textures/Objects/Weapons/Guns/Battery/chem_multilaser.rsi

State Old New Status
base Added
icon Added
inhand-left Added
inhand-right Added
mag-unshaded-0 Added
mag-unshaded-1 Added
mag-unshaded-2 Added
mag-unshaded-3 Added
mag-unshaded-4 Added
tank Added
wielded-inhand-left Added
wielded-inhand-right Added

Resources/Textures/Objects/Weapons/Guns/Projectiles/projectiles.rsi

State Old New Status
beam_chem Added
beam_chem_multi Added
impact_chem Added
impact_chem_multi Added
muzzle_chem Added
muzzle_chem_multi Added

Edit: diff updated after 02ca933

@TaoNewt
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TaoNewt commented Jul 27, 2025

Ive been greenlit on passing the gun feature freeze for this pr

@github-actions github-actions bot removed the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Jul 27, 2025
@Entvari
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Entvari commented Jul 27, 2025

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.
It'd probably just be better if it were only plasma cans, additionally it'd simplify the weapon a little bit.

@TaoNewt
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TaoNewt commented Jul 27, 2025

This is very cool but i feel having both a special 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

@Cojoke-dot
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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.

@TaoNewt
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TaoNewt commented Jul 27, 2025

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
the plasma cells have 20l of capacity.

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

@Princess-Cheeseballs
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this is nowhere near worse than what the crew gets, it just happens that 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

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.

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TaoNewt commented Jul 27, 2025

this is nowhere near worse than what the crew gets, it just happens that 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

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

@Cojoke-dot
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the chem rifle matches laser cannon DPS

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

with more than double the ammo before requiring battery swapout the plasma cells have 20l of capacity.

How many shots does a plasma cell have when it comes out the box? How many does a full medium battery have?

as for price, its hard to judge whats balanced and any price changes are absolutely on the table, please feel free to suggesst what cost

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.

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snebl commented Jul 31, 2025

We definitely don't need More unobtainable items

@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.

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EthanQix commented Jul 31, 2025

We definitely don't need More unobtainable items

@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 ?

@TaoNewt
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TaoNewt commented Jul 31, 2025

Alternatively we can also not bloat the repository with unfinished stuff, and implement finished stuff instead ?

sorry, wdym unfinished stuff?

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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.

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TaoNewt commented Jul 31, 2025

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.

@PJBot PJBot removed the size/M Denotes a PR that changes 100-999 lines. label Aug 2, 2025
@TaoNewt TaoNewt requested a review from iaada August 2, 2025 00:16
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snebl commented Aug 2, 2025

Alternatively we can also not bloat the repository with unfinished stuff, and implement finished stuff instead ?

@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?

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snebl commented Aug 2, 2025

I thought keeping laser weaponry a NT exclusive was a deliberate design choice ?

{AEE0A376-A9C6-4905-8938-43C038512593}

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pheenty commented Aug 2, 2025

I thought keeping laser weaponry a NT exclusive was a deliberate design choice ?

{AEE0A376-A9C6-4905-8938-43C038512593}

It comes with a viper, which was changed for that exact reason of syndicate not using lasers, someone just forgot to change the description

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snebl commented Aug 2, 2025

It comes with a viper, which was changed for that exact reason of syndicate not using lasers, someone just forgot to change the description

Ah okay, I didn't know that mb.
Still weird that they would have hardlight and energy swords but not laser weapons (also I digress but why is it that security has laser shields and reflective vests if NT's competitors don't have lasers?).

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K-Dynamic commented Aug 2, 2025

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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2DSiggy commented Aug 2, 2025

I don't think a terrorist org would give a shit about patent and copyright law

@ToastEnjoyer ToastEnjoyer added P3: Standard Priority: Default priority for repository items. T: New Feature Type: New feature or content, or extending existing content D3: Low Difficulty: Some codebase knowledge required. A: Combat Area: Combat features and changes, balancing, feel and removed S: Untriaged Status: Indicates an item has not been triaged and doesn't have appropriate labels. labels Aug 3, 2025
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Snebl made a good point refuting my claim about unobtainable items. I have been convinced.

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Nox38 commented Aug 9, 2025

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.

@TaoNewt
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TaoNewt commented Aug 10, 2025

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
They started as cybersun, but i thought the design didnt fit the cleaner look i imagine cybersun to have and i thought gorlex would fit well and be more interesting of an option to go with

@arenaconspiracy
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Just invent a new Syndicate member group for two items :godo:

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FairlySadPanda commented Aug 11, 2025

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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ike709 commented Aug 11, 2025

Consider: "Gorlex Chem-laser" sounds cooler than "Donk Chem-laser"... though "Chem Donk-laser" has a certain ring to it.

Also, name bikeshedding moment.

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pheenty commented Aug 12, 2025

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.

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.

@TiniestShark TiniestShark added the S: Art Approval Status: The art (e.g. Spritework) has been approved by an art lead. label Aug 12, 2025
@github-actions github-actions bot added the S: Merge Conflict Status: Needs to resolve merge conflicts before it can be accepted label Oct 18, 2025
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