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Weapon Adjustments (Gun & Melee)#1031

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Stutternov wants to merge 9 commits intoDarkPack13:masterfrom
Stutternov:Weapon-Shit
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Weapon Adjustments (Gun & Melee)#1031
Stutternov wants to merge 9 commits intoDarkPack13:masterfrom
Stutternov:Weapon-Shit

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@Stutternov
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@Stutternov Stutternov commented May 6, 2026

About The Pull Request

Should have done this separate between ammo and melee in hindsight but ended up doing this together. This is a mix of balance and additions, most of the feedback was from my own tests and TFN combat.

Open to feedback on this, I am not sure how Apoc rounds have been so I'm basing it off of what I got. Stuff like the Deagle .50 deagle, slugs, and shovel were requests, other stuff was mainly my own input after testing.

The Balance-jak Bullshit

I'll do bullet points here to explain the change and reasoning.

Bullet Changes

  • .50 AE moved to its own caliber & damage reduction, the .50 AE desert eagle was doing 70 damage and 20 pen, meaning it was penning even army armor. Sure, .50 AE is big but it's not hugely better than .44 like that. Adjusted it to be a superior .44 caliber instead. (70 dam -> 45. Still pens police armor.)
  • 5.45 wound changed to be same as 5.56, 5.45 effectively struggled to wound anyone unless they had bare skin, which made it really hard to wound given its an AP ammo type. Instead this is reversed, if bare skin lower wound chance while higher overall.
  • 12g slugs received more wound damage, bit self explanatory. It's an AP round, just reversed its bare wound bonus and wound bonus. Wounds better, doesn't get the bonus exposed as much.
  • 12g rubber shot has some wound damage now, it's a rubber bullet - they can kneecap people. Needs to be done on exposed flesh though, won't get it through armor really. (Incap is incapable of wounding)
  • 12g buckshot no longer stuns Crinos & wound/AP changes, Crinos no longer get stunned by buckshot; they're huge so makes sense. As for the armor pen, they received some reduced armor pen and wound chance but got more exposed wound bonus.

Gun Changes

  • Desert Eagle mag holds 1 more bullet. Yep, that's it, it holds 1 more round than what we had it coded as normally. That's all. It bugged me for no good reason. (Deagle buff???)

Melee Changes

  • Fireaxe unwielded and wielded damage buff, the claymore that can be 1 handed gets 40 damage and block chance, so only fair the fireaxe gets the same damage when 2 handing it. Plus, demolition mod - should break in doors decently.
  • Baseball bat put more on-par with sharp weapons. Shoved it 30 force, still lower than katana, machete, etc but capable of decent blunt damage. Plus its knockback and all. Also gave it some wound bonus against unarmored targets to break bones easier.
  • Scythe size increase to bulky but also damage equal to other weapons. Still not great, 30 damage to katanas 35, but it has 30 ap so should go through light armors better.
  • Chainsaw got a very large damage increase. Same thing as fireaxe but you need to 2 hand it at all times, making it clunky. As such it went from 24 turned on damage to 60. Massive buff? Yes. But the machete is 40 with 50 block chance, this thing has 0 block and needs 2 hands. Think that's fair. (Finally felt good to use.)
  • Shovel flavor & damage; re-implements pre-base code. Shovel does 30 damage now, same as scythe. Now has a unique 10% chance to check head armor and apply knockdown and a item drop. If the attacker is a Sabbatist, they have a 50% (really a 5% chance on item attack with these probs) to KO the person with a head protection check. Shovelhead shit.

The Additions

I mainly just added more silver ammo variants for use; they aren't buyable but we had sprites for them and they just lacked code. Only one that was already buyable was 5.56 but it had no code so.. it was useless against Garou.

  • 5.56 silver added, 2 fera damage (20 agg)
  • 12g silver slug added, 3 fera damage (30 agg)
  • 7.62x51 silver added, 4 fera damage (40 agg)
  • .75 silver ball added, 5 fera damage (50 agg, just as the founding fathers intended.)

The Fix

Kinda balance but I consider it a fix since - the code just wasn't working before. I just fixed it to work. Shotgun slugs now will roll knockdown when you get shot based on strength + dex + athletics vs diff 5. That's incredibly rare to get knocked down by but, hey, there's a chance (esp if they aren't min-maxing) + NPCs can at least get knocked down.

image

Why It's Good For The Game

Short and sweet. A lot of these changes are just based on feedback I got as well as some tests I did with the weapons.

  • Melee weapons needed some love given they were based TG wepaons up against hyper-deadly guns etc. This helps them out a fair bit mostly.
  • Bullets needed some swaps, mostly .50 AE. Gun balance is really messy but that's mainly due to Rate of Fire than the bullets; so tried to keep changes minimal. The .50 Deagle was penning all armor as a pocket AMR and it was.. very silly.
  • Silver bullets are a major plus as Garou are now enabled on TFN and Apoc. This just adds more stuff for the servers to decide currently if they want more silver ammo types. I think as PRs come garou may get stronger so will be good to have.
  • Shotgun slug knockdown was intended but wasn't rolling/working it seemed. Fixed now it seems.

Changelog

🆑
add: Adds in 5.56 silver to have Agg damage to Garou. 7.62, 12g slug, and .75 have received silver variant ammo as well.
balance: Rebalanced multiple bullets (.50 AE now exists, 5.45, 12g slug, 12g buck, 12g rubber) in rather small ways. Except .50 AE, larger rebalance. (70 -> 45)
balance: Rebalanced multiple melee weapons (shovel, scythe, chainsaw, baseball bat, fireaxe)
balance: Hard-buffs the .44 deagle by giving it ONE more round in its magazine...
fix: Fixed shotgun slug knockdown not rolling. Not sure why this fixed it but - it managed to.
/:cl:

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github-actions Bot commented May 6, 2026

You currently have a negative Fix/Feature pull request delta of -22. Maintainers may close this PR at will. Fixing issues or improving the codebase will improve this score.

Comment thread code/__DEFINES/~darkpack/guns.dm Outdated
Comment thread modular_darkpack/modules/weapons/code/melee.dm
Stutternov and others added 3 commits May 6, 2026 19:13
Co-authored-by: dwinters99 <65516417+dwinters99@users.noreply.github.com>
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@FalloutFalcon FalloutFalcon left a comment

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Looks fine. Do note that im gonna be taking another pass at force in #1015 as it turns force into dice added to the strength/damage roll rather then anything guaranteed.

Comment on lines +314 to +324
if(prob(10))
to_chat(user, span_warning("You smash [target] over the head with the shovel!"))
target.visible_message(
span_userdanger("You are smashed over the head by [user]!"),
span_warning("You see stars!"),
span_hear("You hear a dull THUNK!"))
var/head_protection = target.run_armor_check(BODY_ZONE_HEAD, MELEE)
target.apply_effect(5 SECONDS, EFFECT_KNOCKDOWN, head_protection)
target.drop_all_held_items()
if(user.mind && is_sabbatist(user) && prob(50)) //The humble shovelhead technique; low chance still.
target.apply_effect(10 SECONDS, EFFECT_UNCONSCIOUS, head_protection)
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@FalloutFalcon FalloutFalcon May 7, 2026

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Im pretty iffy on alot of snowflaky effects on these as they affect the balance of items pretty heavy while being mostly homebrew. The bat is in the same boat for me here. (could be a good candidate for config)

Comment on lines +130 to +131
if(!knockdown_roll)
knockdown_roll = new()
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This doesn't do anything.

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Weirdly, it seems to have knockdown working unless something else fixed it.

Comment on lines +168 to 170
if(iscarbon(target) && !iscrinos(target))
var/mob/living/carbon/M = target
M.Stun(4)
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Why specifically crinos immune to it? mob_size might make sense here but I dont really see the reason they would be specifically immune to this stun specifically.

Comment on lines +323 to +324
if(user.mind && is_sabbatist(user) && prob(50)) //The humble shovelhead technique; low chance still.
target.apply_effect(10 SECONDS, EFFECT_UNCONSCIOUS, head_protection)
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If this is gonna be anything, it should be like a prob(1) to make it actually a joke instead of a legitimate counter to sabbat as i dont think they actually have a weakness to getting hit in the head really hard.

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It's the opposite, Sabbat get a bonus to do it - it's user rather than target.

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mmmmm. I still feel its a little funny. 1/20 change is actually just a meanifully common effect in combat.

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I can reduce it further to a 1%, I made it just a 5% chance since it was checking the helmet protection before applying. (Plus the KO time is the same as CQC timer so thought it would be OK)

Comment thread modular_darkpack/modules/weapons/code/melee.dm Outdated
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
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3 participants