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The Misfit #174
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The Misfit #174
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…nto trumpetgun-and-maybe-a-saxagun
…nto trumpetgun-and-maybe-a-saxagun
This PR has been inactive for two weeks, and has been automatically marked as stale. This means it is at risk of being auto closed in another week. Please address any outstanding review items and ensure your PR is finished. If you are auto-staled anyway, ask developers if your PR will be merged. Once you have done any of the previous actions then you should request a developer remove the stale label on your PR, to reset the stale timer. If you feel no developer will respond in that time, you may wish to close this PR youself, while you seek developer comment, as you will then be able to reopen the PR yourself. |
Gun go brrrrrr |
Nope everything is broken again despite that |
rerequesting for updated numbers. Working on fiddling with x and y cords (I wish we had a template or something, but alas) |
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pretty close now
Also you're using the wrong vars in the overlays here, that's been refactored slightly. |
Later down the line thing when I know more of what I'm doing, but I think it would make sense for the Misfit to have a reload debuff if there's not a magazine present on the gun. Indication wise it could be simple as putting "Due to the design of the receiver, the misfit only takes magazines." (something along the lines, reworded heavily) in the description of the receiver and the gun in the vendor. If it has a magazine, then it'd get a buff to reloading times (though not as drastic as the debuff), as the magazine can be reloaded easier, even if it's just pushing down a bullet from the top. Reasoning as to this: It's something that feels like it makes sense in the intuitiveness department, as most modern (and most rifles people probably are familiar with due to cultural osmosis) use magazines. While you can reload without one, it's much more time consuming than swapping mags or using stripper clips (Note: This isn't gun nerdery stuff either, it's something I've done when I had a working nerf gun.) It also gives more reliance on the magazine for the Misfit, which is the intention behind it, as thematically someone salvaging soviet wrecks probably has a few AK mags lying around from ships armories and what not, compared to your average 'trasen employee, not to mention the soviets proper likely actually have intact industry and logistics capable of mass producing something more complicated then single shot weapons. TDLR for this section: Thematically, it makes sense that the soviets rely on something more resembling what firearms we do have in the real world, and it makes soviet branded weapons standout* against the other factions. *Note, not the best word here, but standing out as in having a quirk that the other factions don't. In this case, it'd probably be having various intended specializations, but they suffer heavily when not used to their design (in this case, not using one with a magazine, but it could be anything. Needs more workshopping though because I don't think it's distinct enough of a flavor of Gun and runs counter to the mix and match aspect.) |
Adding this before I go to sleep for the night, but once there starts to be more types of firearms and attachments, I do hope there's some sort of plan to make each faction distinct in some way (preferably very wildly so we get really fucked combinations). Right now there doesnt feel like any between NT, Juicers, and the Italians, beyond the italians getting more ammo in their guns and juicer parts making your gun take a shit when it comes to being able to hit anything. |
…nto trumpetgun-and-maybe-a-saxagun
…nto trumpetgun-and-maybe-a-saxagun
Ive reviewed the code and it's not the most overpowered (but it's still got like two parts that are so unbalanced they're almost useless on the misfit but instantly make the Italiano the strongest gun in the game if you use them together) but the... the rest is still just an AK47 that you're pretending isn't an AK47. You're even calling the clip "AK" and the grip a kalash? |
You've also defined the reciever with no parts separately from the actual gun, and without inheritance. If you want any of these parts to make it in, you have to considder explicitly how they're going to be used on any other reciever than the one you're designing. The exceptionally high jam rate on the Misfit just makes it a fairly bad reciever on its face, and the parts that are "balancing" against that end up overpowered in any other standard reciever. and I cannot stress this enough: No AK47s in 2053. |
Also reiterating my previous point that detachable mags are not going to be a thing, it's always gonna be hand-feed |
…nto trumpetgun-and-maybe-a-saxagun
About the PR
Adds the Misfit and accessories. All are Soviet!
Also adds a wip trumpet supressor, along with commented out code for a gimmick gun (the lunar trumpet. I need to grab the sound effect for it and test it a bit more), and sprites for both.
Why's this needed?
We have no soviet parts aside from the barrels! Also starts actually adding in stuff for tselabok along with some more fleshing out of what a soviet gun is.
Kay so the basic premise behind the Misfit "The Bastard but it actually Jams". It also has to have a magazine to function, so until it gets one, it's a single shot and then a reload. Once it does get one though, it can be upgraded into either something that can fire a lot of shots down range or has a good potential for damage. It can also be both if you find those parts and you really want to have it be that. The downside is it jams quite a bit. It gets worse the better parts you have, as all of it's parts have jamming probs as a result of their slapdash construction. More mag capacity means your reload jam potential goes up. Bigger barrel means your firing jam goes up. The only thing that doesn't effect jam as of yet is the stocks. There's also a few sprites that I'm working on finding a niche for.
Changelog