Beta 3. Not a lot of really noticeable changes, just more polishing.
- Made Rifle scope shader toggleable, and tweaked its visuals a bit. - Various adjustments to vector math (using portal-aware functions). - Adjusted the penetration mechanics of the Quadshot, should be able to better go through multiple targets now. - Fixed incorrect state jump after zoomed rifle altfire. - Reduced the range of the Detector (2048 → 512), it was too massive. - [flak_m] Fixed the issue where some looping weapon sounds would get stuck if the player died or dropped the weapon. - Corrected Gun Lore description of Flamethrower altfire.
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GunLore.md
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GunLore.md
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@ -15,8 +15,7 @@ until the end of time.
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## Automag
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A very reliable gunpowder-based firearm, chambered in 9mm. Magazine feeds off
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two 10-round clips in tandem.
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A very reliable gunpowder-based firearm, chambered in 9mm. Mag holds 20 shots.
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Primary fire: The typical. Hold for automatic fire.
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@ -205,11 +204,8 @@ space on the destination, as this process will cancel itself otherwise.
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Apparently, living matter sometimes doesn't seem to trigger the safeguard, and
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the device will happily teleport you into the guts of whatever critter is in
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the way, resulting in a gory shower, and a very traumatic experience for
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first-timers.
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You can use the secondary fire while both modules are still in your posession,
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however all this will do is allow you to show others what you think of them
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making fun of your "fanny pack". Reload also does this.
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first-timers. If you don't have a module out, you'll just flip the bird at
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whatever's in front of you. Reload also does this.
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## Protomag
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@ -237,14 +233,12 @@ A serious man once said "double the gun, double your fun", so clearly, doubling
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what already has been doubled would make things even more fun, right? This
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four-barrel beast of a gun is not to be underestimated.
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Primary fire: Shoots the first barrel, pump afterwards to rotate to the next
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barrel. Moderate damage, short spread.
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Primary fire: Shoots one barrel. Moderate damage, short spread.
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Secondary fire: Shoots all loaded barrels at once. Deadly if fully loaded, but
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the spread is much wider.
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Has to be reloaded after four shots. A skilled user may be able to reload
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faster by putting in more than one shell at a time.
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Make sure to have some cover ready while reloading, because it takes some time.
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## Peacemaker
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@ -264,13 +258,13 @@ A powerful energy weapon that uses enriched Tarydium crystals. Wielded by
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members of the Krall Dark Angel clan.
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Primary fire: Releases the currently held crystal, upon contact with any
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solid object or surface it will explode violently.
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solid object or surface it will explode spectacularly (depends on charge).
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Secondary fire: Redirects the energy contained within the crystal into an
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unstable beam of energy that arcs between any living creatures in front of the
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user.
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Reload: Loads a new crystal onto the weapon, or unloads the currently held one.
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Reload: Manually switches between projectile and melee mode.
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If no crystal is loaded, both fire modes will be replaced with a stab.
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@ -283,9 +277,9 @@ Primary fire: Ejects a stream of fire up to a range of 40ft. Built-in cooling
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prevents the weapon from overheating, so you can keep spraying for as long as
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you want.
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Secondary fire: Charges up and shoots a blob of unignited napalm. It will stick
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to anything it touches, and ignite immediately when in contact with fire or
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explosives.
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Secondary fire: Charges up and shoots an ignited blob of napalm. On impact with
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any surface it will splash little bits of itself around. Anyone who touches the
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stuff will immediately catch on fire.
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The weapon is completely useless if the user or target are underwater.
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