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Firearms Stat Version 1.1 (Patched, Updated, Re-Released)#1050

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chazzyjazzy merged 2 commits into
DarkPack13:masterfrom
Stutternov:Rate-of-Fire-Changes
May 18, 2026
Merged

Firearms Stat Version 1.1 (Patched, Updated, Re-Released)#1050
chazzyjazzy merged 2 commits into
DarkPack13:masterfrom
Stutternov:Rate-of-Fire-Changes

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@Stutternov
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@Stutternov Stutternov commented May 13, 2026

About The Pull Request

Basically does the following:

  • Firearms stat no longer has a probability chance of doing 40% extra damage (used to be firearm skill x 10 as prob to do 40% bonus damage)
  • Firearm roll that existed already for recoil has gotten a face-lift. It now includes a reduction to spread based on the roll you did. The difficulty of the roll is now set to 6, adding +1 difficulty for akimbo or burst firearms and +2 for automatic weapons.
  • Firearms have had mild tweaks to recoil and spread to accommodate for this.

Seen here firing a bolt-action, a burst, and a full-auto
image

Why It's Good For The Game

Overall this brings it a bit more in line with tabletop.

It was noticed on TFN that if you rolled that 40% bonus 'crit' it could make calibers bypass armor due to raw damage output. This wasn't a huge thing but it was asked 'why is this the case' - and realized in TT firearms skill works differently.

I didn't replicate the accuracy factor on TT since automatics do not work how they do on tabletop but attempted to simulate the method in which you roll for spread and recoil instead.

This should make guns require dots to properly use them well rather than just random bonuses to damage. Felt like using full autos were strong but kicked bad, encouraging me to use burst fire guns or semis the moment I had lower skills. Even failing a 9mm roll doesn't feel that bad due to low spread low recoil but failing a roll on an AK, and Aug, or a shotgun becomes very notable.

Changelog

🆑
add: Adds recoil calc stat check to reduce spread as well
add: Adds difficulty to recoil calc
del: Removes bonus damage random chance for firearm damage based on skill probability check
balance: Redoes some weapons recoil and spread slightly; overall changes ranged from 1-2 recoil/spread so very minor.
/:cl:

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You currently have a negative Fix/Feature pull request delta of -28. Maintainers may close this PR at will. Fixing issues or improving the codebase will improve this score.

Comment thread modular_darkpack/modules/storyteller_dice/code/roll_subtypes.dm Outdated
Comment thread code/modules/projectiles/guns/ballistic.dm
Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com>
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OK it looks fine but don't think i don't notice the stealth buff to the AK and others

Comment thread code/modules/projectiles/guns/ballistic.dm
@chazzyjazzy chazzyjazzy merged commit b3403b2 into DarkPack13:master May 18, 2026
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darkpack13-api Bot added a commit that referenced this pull request May 18, 2026
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Your Fix/Feature pull request is currently below zero (-34). Maintainers may close future Feature/Balance PRs. Fixing issues or helping to improve the codebase will raise this score.

github-actions Bot added a commit that referenced this pull request May 18, 2026
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3 participants