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New Weapon: Blaster #11
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TODO: Come up with a good way to handle the categories themselves.
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Had to fix a few things real quick, but this should be good to merge now |
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Great idea!
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Also, a minor code style thing: in all the other weapons the weapon functioning code (firing methods, etc) comes after the states description. |
Shoot, I didn't know about console_drops_handler. I was wondering why Blasters summoned after the first couple tics weren't getting affixes or levels...
I have a guess as to why this happens, I wanted to tweak the HUD some anyway (the XP tracker draws over the keys rn).
It'll affect how mag size affects the blaster, but mag size affixes always giving whole shots would probably be a good thing overall. [edit] Actually, I just remembered, I was thinking about having it use the reduced ammo consumption affix that the BFG has. It would need to take ten ammo per shot to be eligible for that, though.
Aside from that, anything that springs to mind right now is something that's either a bit more powerful than I'd like, or something that already exists. |
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Sorry I haven't been working on this, life kinda happened. Life's still happening, really, I just wanted to let you know I hadn't vanished off the face of the Earth. |
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Okay, finally looking at this, and...oh. The |
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OK, did a bit of wiki-digging, turns out Anyway, I suspect I can still make this easier to use. I just need to do a lot more thinking about it than I'm able to do at the moment. |
The Blaster is a slot 2 weapon with infinite ammo, running on a battery that recharges both in-hand and in your pocket. In exchange for having functionally infinite ammo, the Blaster's firerate is ammo-dependent--the lower the charge, the slower it fires, making it more of a burst-damage weapon. The idea is that if you have another weapon to switch to, the Blaster becomes much more useful, as you can empty it out or fire a short burst, then swap to something like the chaingun or SSG while you wait for it to recharge.