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SHARP Rifle Revived #6938
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SHARP Rifle Revived #6938
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Co-authored-by: XSlayer300 <35091844+XSlayer300@users.noreply.github.com>
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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address forest reviews + ci fail
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and fix the suit storage being broken
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
About the pull request
This PR is a revival of PR #2000
This PR adds in the P9 SHARP Rifle Operator as a subvariant of the Grenadier spec. specialists can choose either the Heavy Grenadier or the SHARP Operator spec sets, you cannot have both a GL and SHARP, in the same way you cannot have AMR and Sniper (excluding foxtrot spawns).
the SHARP is a magazine fed rifle, using three different dart types as ammunition
The first two dart types are explosive, and incendiary darts. These both work in similar ways. On hitting an enemy with either of these types of dart, the dart will embed inside them (dealing minor damage) and then, if the target does not have IFF, will explode after a short delay. This delay is either 1 second, or 5 seconds, which you can toggle by pressing the toggle firemode key. The key difference between the two darts, is that explosive will explode (no way), and incendiary will form a cloud of phosphorous smoke around the target, the same as a normal WP grenade.
However, if you have bad aim and miss your target, the darts will embed into the ground. after 5 seconds, the dart will arm itself and become a mine. Mines have IFF, and will last for 5 minutes before disarming and becoming inert. These mines get stronger over time, upgrading in power every thirty seconds, with 4 levels of power in total. For explosive mines, each level is just higher explosion size, starting at 100, 115, 130, and 145 at level 4. For incendiary mines, level 1 is standard WP grenade, same as if you direct hit an enemy. Level two is the same as a standard HIDP grenade, with green flame. Level 3 is UT napalm, which is the same as the default pyro flame. Level 4 is UT napalm again, but the radius of the fire is increased by 1 tile. The charge level of each mine is indicated visually by the sprite.
The final dart type is flechette. these work differently from the other two dart types, as they cannot become mines. on hitting a tile, the dart will split into a number of flechette projectiles in front of it, similar to how AGM grenades function. sprite clicking an enemy with these is most optimal, as it ensures all the projectiles hit. Flechette darts also have a faster firing rate than that of the other two dart types.
Explain why it's good for the game
I think the SHARP rifle adds a unique gameplay style to the game. Mines are a pretty overlooked weapon in the marine arsenal. the SHARP has a high skill ceiling, figuring out where and when to best place your mines, since they don't last forever. At the same time it has effective offensive capability, best paired with teammates to help capitalize on your SHARP hits. The SHARP is an effective sidegrade to the classic GL specialist.
Testing Photographs and Procedure
Screenshots & Videos
sharp-ammo-showcase.mp4
SHARP-mine-demonstration.mp4
Changelog
🆑 Nomoresolvalou, TheManWithNoHands, Triiodine, Shad0vvs
add: Added SHARP Operator spec, P9 SHARP rifle, and SHARP ammo belt
balance: Added SHARP Operator spec to the squad spec vendor
soundadd: Added SHARP gun sounds
imageadd: Added SHARP rifle and ammo sprites (by Triiodine and TheManWithNoHands)
/:cl: