G2 Electroshock Grenade "Sonic Electric Ball Breakers (SEBB)" [Revived Edition] #6667
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
About the pull request
For all means and purposes, this is a repr of #5697, approval to repr was given by pr author, all code belongs to the author as well, i only did minor edits.
Adds the G2 electroshock grenade, "Sonic Electric ball breaker" as mentioned in the movies or SEBB for short. It's purpose is to be a tactical option for the marines, as it deals slowdown instead of stun/damage. (unless you stand on top of it)
Only meaningful damage is to marines and especially synths, since a 1.2 Gigavolt charge is probably not healthy for bioelectrics.
Can be used as a mine as well.
Explain why it's good for the game
More marine utility weapons and content, we can probably lower the amount of HEDPs slightly to balance it out aswell.
Testing Photographs and Procedure
Screenshots & Videos
dreamseeker_lkoddiawkL.mp4
dreamseeker_ADTR7k5WYI.mp4
Changelog
🆑 TotalEpicness5, Triiodine, monkeyfist, Blundir
add: Adds the G2 electroshock grenade. This grenade does not stun nor deal serious damage to xenos, but it stuns via electric shock. It can create EMP-like effects when faced with electronic devices like sentries, synths, Area Power Controllers, etc. It's damage is reduced by energy armor.
fix: take_overall_armoured_damage now can actually deal burn damage
balance: Marine armor has a small bit of energy armor added back. Heavy armor has slightly more protection than medium/light.
fix: Mines now check for explosive antigrief checks
/:cl: