Guide to Combat: Difference between revisions

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668 bytes added ,  22:04, 18 January 2023
→‎Automatic: nt usp revamp https://github.com/yogstation13/Yogstation/pull/17501
(https://github.com/yogstation13/Yogstation/pull/17466 reagent dartgun is admin only, now traitor viro and chemist can buy the rapid syringe gun and regular one is printed at med and armory techfab after research. Remove the line saying only dart pistol could load piercing syringes)
(→‎Automatic: nt usp revamp https://github.com/yogstation13/Yogstation/pull/17501)
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While ranged weapons can be difficult to obtain, they hold a few significant advantages. Namely, utilizing a ranged weapon means that you are out of melee range; it is safer, and you are afforded far more freedom in your positioning during combat. Ranged weapons also tend to be more debilitating than melee weapons, generally doing more damage quicker. Their main flaw lies in a limited stock of ammunition. Ballistics require bullets that match the caliber the firearm takes, as well as likely requiring a paired magazine for loading said bullets. Meanwhile, energy weapons typically run off an internal battery that can be conveniently reloaded at several rechargers around the station. Regardless, you will more likely than not have to address the matter of ammo when using a ranged weapon, one way or another.
While ranged weapons can be difficult to obtain, they hold a few significant advantages. Namely, utilizing a ranged weapon means that you are out of melee range; it is safer, and you are afforded far more freedom in your positioning during combat. Ranged weapons also tend to be more debilitating than melee weapons, generally doing more damage quicker. Their main flaw lies in a limited stock of ammunition. Ballistics require bullets that match the caliber the firearm takes, as well as likely requiring a paired magazine for loading said bullets. Meanwhile, energy weapons typically run off an internal battery that can be conveniently reloaded at several rechargers around the station. Regardless, you will more likely than not have to address the matter of ammo when using a ranged weapon, one way or another.
=== Ballistic ===
=== Ballistic ===
Ballistic weapons remain the most popular and numerous variant of firearm in the 26th century. However, Nanotrasen's research in the field of energy weapons means ballistics are a rare sight on-station. As a result, these are often brought in from outside sources, be it Cargo, ruins, or the Syndicate.
Ballistic weapons remain the most popular and numerous variant of firearm in the 26th century, as their missiles are able to travel far faster than most energy-based projectiles. However, Nanotrasen's research in the field of energy weapons means ballistics are a rare sight on-station. As a result, these are often brought in from outside sources, be it Cargo, ruins, or the Syndicate.
==== Automatic ====
==== Automatic ====
An automatic weapon is defined by its ability to self-load upon each trigger pull, allowing users to continue firing rounds so long as the weapon's clip or magazine is loaded. As a result, they are the most capable weapons of continuous fire, especially when considering their fast, on-field reload times relative to energy weapons. Some automatics permit tactical reloads, which allow a user to instantly swap an in-hand magazine with the magazine currently in the weapon. In addition, automatics are likely to have a burst fire mode, which will discharge multiple shots per trigger pull. A fully empty automatic will require the user to rack the slide once a new magazine has been inserted before they are ready to fire. The slide can be racked by interacting with the firearm in hand, while magazine ejection requires the automatic to be clicked with an open hand. In order to insert a new one, have a magazine in hand, then click on the automatic.
An automatic weapon is defined by its ability to self-load upon each trigger pull, allowing users to continue firing rounds so long as the weapon's clip or magazine is loaded. As a result, they are the most capable weapons of continuous fire, especially when considering their fast, on-field reload times relative to energy weapons. Some automatics permit tactical reloads, which allow a user to instantly swap an in-hand magazine with the magazine currently in the weapon. In addition, automatics are likely to have a burst fire mode, which will discharge multiple shots per trigger pull. A fully empty automatic will require the user to rack the slide once a new magazine has been inserted before they are ready to fire. The slide can be racked by interacting with the firearm in hand, while magazine ejection requires the automatic to be clicked with an open hand. In order to insert a new one, have a magazine in hand, then click on the automatic.
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![[File:Usp.png|64px]]
![[File:Usp.png|64px]][[File:Ntusp-l.png|64px]]
!{{anchor|NT-USP pistol}}NT-USP pistol
!{{anchor|NT-USP pistol}}NT-USP pistol
|[[File:Usp mag.png|64px]]<br>.22HL
|[[File:Usp mag.png|64px]]<br>.22HL
|9 rounds
[[File:Powerpack small-l.png|64px]]<br>.22LS
|2 Burn + 25 Stamina
|12 Rounds (HL)<br>8 Rounds (LS)
|2 Burn + 25 Stamina (HL)<br>18 Burn (LS)
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* Armament Dispenser in [[Security Office|Security]]
* Armament Dispenser in [[Security Office|Security]]
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* [[Supply crates#Security|Ordered from Cargo]]
* [[Supply crates#Security|Ordered from Cargo]]
|Nanotrasen
|Nanotrasen
|Small enough to fit in pockets.A ballistic equivalent to the disabler for security officers using hardlight bullets generated from the battery magazine integrated projector, those hardlight projectiles resolve against energy armor rather than bullet. The powerpacks can be refilled at a standard recharger letting it benefit from one of the main strength of energy weapons while being ballistic. '''EMPs will drain the energy of the powerpacks''', due to it dealing a small amount of burn damage expect [[AI|silicon crew]] under harm prevention lawsets to have issues with the use of this weapon.
|Small enough to fit in pockets. A ballistic equivalent to the disabler for security officers that uses hardlight bullets generated from the battery magazine's integrated projector. These hardlight projectiles resolve against energy armor rather than bullet, and travel slower than all other ballistics (but still faster than beams). The powerpacks can be refilled at a standard recharger, letting it benefit from one of the main strengths of energy weapons while acting like a ballistic. '''EMPs will drain the energy of the powerpacks.'''
Due to it dealing a small amount of burn damage, expect [[AI|silicon crew]] under harm-prevention lawsets to object to the usage of this weapon.
 
It is possible at the [[Armory]] protolathe to print out lethal conversion kits for the powerpacks, which will allow them to fire .22LS bullets instead. These overcharged powerpacks are only capable of fabricating eight shots per pack, and their projectiles resolve exclusively burn damage against laser armor instead of energy armor. Otherwise, the hardlight bullet acts the same.
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![[File:Autorifle.png|64px]]
![[File:Autorifle.png|64px]]
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