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Goof Gunsmithing

Posted: Sun Jan 08, 2017 11:08 pm
by John_Oxford
He test merged it, and as the gunsmithing nigger, here's my opinion

*Deconning the console on box and putting it back together creates a core RD console, this needs to be fixed.
*Lasers, Disablers, and Projectiles do piss poor damage of their respective types, and there is no way to change this
*There is a very limited amount of parts and types, and sometimes duplicate parts in the machines list, the spites, all thought modular, aren't really that great
*The placement of the items in the armory is a bit meh

goof im going to go do some work on this

im going to zip it and send it to you in a message, i want you to merge it for me since i dont know how, trust me it'll be great. ill post the changelog here

Re: Goof Gunsmithing

Posted: Mon Jan 09, 2017 5:21 am
by Armhulen
just learn how to make a pr

Re: Goof Gunsmithing

Posted: Mon Jan 09, 2017 8:09 pm
by Deitus
I personally think this has always been a bad idea and would see it removed. This is just goodchem with guns, ads tedium for no reason when something was perfectly fine and needed no changes

Re: Goof Gunsmithing

Posted: Mon Jan 09, 2017 8:19 pm
by oranges
Why did you put this in spriting and mapping?

Can move it to code feedback if you want

Re: Goof Gunsmithing

Posted: Tue Jan 10, 2017 1:51 am
by Atlanta-Ned
I'm not sure why this replaces EVERY GUN in the armory(game?). It could nicely compliment our existing weapon options. I think there's a happy medium to be struck there. The sprites also don't reflect the charge level or the mode (stun/disable/lethal), which makes it difficult to keep track of things. I do, overall, like it though.

Re: Goof Gunsmithing

Posted: Tue Jan 10, 2017 1:55 am
by ShadowDimentio
Does anything mess with the charge rate or capacity of the guns? 'Cause I swear it takes longer.

Re: Goof Gunsmithing

Posted: Tue Jan 10, 2017 3:13 am
by imblyings
new sprites have charge/mode indicators, goof just has to readd functionality for it

Re: Goof Gunsmithing

Posted: Tue Jan 10, 2017 4:42 am
by iamgoofball
Working on it now, yeah

Re: Goof Gunsmithing

Posted: Tue Jan 10, 2017 3:44 pm
by TheNightingale
The tasers Security starts with:
- Can't have seclites attached
- Have no indication of mode (stun/disable; previously yellow/blue)
- Have no indication of charge (i.e. you can't tell how many shots they have left)

Is this a hidden Sec nerf?

I love the concept, and the implementation isn't bad, but it's a little rough around the edges.

Re: Goof Gunsmithing

Posted: Tue Jan 10, 2017 4:03 pm
by Armhulen
it can be fixed, once goof gunsmithing is merged all the other coders can rush in to fix it

(DURING A CODE FREEZE, TOO!)

Re: Goof Gunsmithing

Posted: Tue Jan 10, 2017 4:17 pm
by Arianya
Armhulen wrote:it can be fixed, once goof gunsmithing is merged all the other coders can rush in to fix it

(DURING A CODE FREEZE, TOO!)
Its really not wise to implement code with fundamental issues on the basis of "eh, someone else will probably fix it", that just leads to poor player experience and reverts.

Re: Goof Gunsmithing

Posted: Tue Jan 10, 2017 4:20 pm
by Armhulen
goofcode either gets merged or dies on the spot, not that it justifies anything, you have a good point.

Re: Goof Gunsmithing

Posted: Tue Jan 10, 2017 4:29 pm
by calzilla1
Post some of the new sprites

Re: Goof Gunsmithing

Posted: Wed Jan 11, 2017 3:56 am
by Haevacht
Arianya wrote:
Armhulen wrote:it can be fixed, once goof gunsmithing is merged all the other coders can rush in to fix it

(DURING A CODE FREEZE, TOO!)
Its really not wise to implement code with fundamental issues on the basis of "eh, someone else will probably fix it", that just leads to poor player experience and reverts.
You have nailed goof's entire MO.

Re: Goof Gunsmithing

Posted: Wed Jan 11, 2017 2:36 pm
by Grazyn
Arianya wrote:
Armhulen wrote:it can be fixed, once goof gunsmithing is merged all the other coders can rush in to fix it

(DURING A CODE FREEZE, TOO!)
Its really not wise to implement code with fundamental issues on the basis of "eh, someone else will probably fix it", that just leads to poor player experience and reverts.
You're right in theory but Armhulen has a point, since goofcrafting will be merged anyway, it's much better to merge it during a codefreeze so bugs will be fixed faster

Re: Goof Gunsmithing

Posted: Wed Jan 11, 2017 2:49 pm
by Arianya
Grazyn wrote:
Arianya wrote:
Armhulen wrote:it can be fixed, once goof gunsmithing is merged all the other coders can rush in to fix it

(DURING A CODE FREEZE, TOO!)
Its really not wise to implement code with fundamental issues on the basis of "eh, someone else will probably fix it", that just leads to poor player experience and reverts.
You're right in theory but Armhulen has a point, since goofcrafting will be merged anyway, it's much better to merge it during a codefreeze so bugs will be fixed faster
Or you know, coders will fix some of the 700 something other issues and ignore goofguns until they're reverted because people will be reluctant to be seen to be the person responsible for fixing goofguns while the creator himself tends not to do bugfixes and leaves it in favour of whatever new project.

I'll moderate my statement by saying that I dislike goofguns and it might be tinging my opinion of its viability if merged, it may be that as you say if goofguns are implemented now that they'll get bugfixes and be functional.

Re: Goof Gunsmithing

Posted: Wed Jan 11, 2017 3:28 pm
by Armhulen
I mean I agree it's a shitty move but if you're going to pull that you might as well do it during a freeze

Re: Goof Gunsmithing

Posted: Wed Jan 11, 2017 6:21 pm
by ShadowDimentio
Gunsmithing is cool and I approve of having a job to do as warden besides keeping antags off my cock armory and occasionally processing prisoners that I can't just execute.

Also official petition to rename the thread to Goofcrafting

Re: Goof Gunsmithing

Posted: Wed Jan 11, 2017 7:10 pm
by calzilla1
ShadowDimentio wrote: Also official petition to rename the thread to Goofcrafting
No

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 12:23 am
by Incomptinence
Energy consumption is not balanced to upgraded cells or even basic cells at all. Roundstart tech you can increase laser ammo capacity 15 times. The super frame seems to take this even further

I saw in last round in Zoey's player's own words:
OOC: Firecage: Full Automatic Laser Gun doing 2x the damage with a few hundred shots
This was in a blob round, it was a one sided massacre.

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 1:14 am
by kevinz000
As the self claimed bug-balance tester of this, I'm just going to repost my github comment.
For anyone who thinks this thing is a good, well balanced idea

1. https://gyazo.com/5877bb07076a2fcdbd5f666788cdfadd
2. You can spam a bluespace energy frame with lasers for about 2.5 minutes
3. If you add energy collapsers to it it doesn't change enregy cost so it just became a full auto laser cannon
4. KAs are completely redundent just get one of those and you're golden
5. roundstart explosive/meteorshot/hemorrage/incendiary assaultrifles/shotguns
6. A whole fucking host of other shit that I've observed that I'm not going to bother listing as it'll take a whole page.
7. 50 tile 2x speed tasers that stun for full amount
This is in a word, dumb. Good idea, bad implementation. It would take a metric shitload of balancing before this is anywhere ready to be merged unless you really want whoever has a gunlathe to own the server.
Can you tell me honestly if you even looked at the costs you put into the gunlathe, at all?
Bugtested even a little bit?
Even considered the balance implications?
Oh yeah, and John Oxford, if you think this isn't overpowered, kindly exit.

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 1:33 am
by calzilla1
>Makes blob pretty much useless
There is absolutely no problem

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 1:38 am
by Doctor Pork
A shitload of this needs to be behind some sort of progression wall so it gets progressively enabled through the round. Or maybe make the gunlathe only operable by Mindshielded individuals or some shit. But it sure needs something because its fucking insane.

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 2:26 am
by Luke Cox
Cool concept, love the idea, needs a ton of balancing

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 2:40 am
by ShadowDimentio
Balancing and fixes are needed but this is a cool, whole new system for the game.

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 2:45 am
by Doctor Pork
ShadowDimentio wrote:Balancing and fixes are needed but this is a cool, whole new system for the game.

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 5:43 am
by Luke Cox
All of the different modules need to be locked behind R&D levels. The short and long barrels, semi-auto handle, and stun modules are the only things shat should be roundstart.

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 6:07 am
by ShadowDimentio
>No lasers

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 6:32 am
by Armhulen
Luke Cox wrote:All of the different modules need to be locked behind R&D levels. The short and long barrels, semi-auto handle, and stun modules are the only things shat should be roundstart.
this and/or no metal and glass roundstart

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 7:32 am
by iamgoofball
i think you all forget that R&D is completed within 5 minutes and materials are gathered within 5 minutes

and that any and all progression in this game doesn't matter because it will be QoL'd out of existance
Luke Cox wrote:The short and long barrels, semi-auto handle, and stun modules are the only things shat should be roundstart.
This is still OP because it's a one hit kill gun.

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 7:33 am
by iamgoofball
also damage numbers don't matter when tasers exist just saying

i'll totally remove bigger capacity frames though that was a balance test

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 7:34 am
by iamgoofball
you can't balance ss13 btw

i'd rather cater to the /k/ nuts who enjoy their time just doing the memes than people arguing balance

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 7:38 am
by Armhulen
i'm cool with that but at least make assault rifles a bit better

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 7:44 am
by ShadowDimentio
Here's a repost of my suggested gun parts from the old thread. Warning: Long and robust, like my cock vocabulary.

Outline: A gun consists of several parts, separated into categories, and a gun may hold only one part from each category, completed with a firing pin.

*BASE
*BARREL
*STOCK
MUZZLE
GRIP
SCOPE
ENERGY MODS
BALLISTIC MODS

The three categories marked with a * REQUIRE a part from the category to be present in the weapon, otherwise the gun WILL NOT FIRE.
Spoiler:
ATTACHMENTS: BASE

Taser Base: +Taser Shots
Disabler Base: +Disabler Shots
Laser Base: +Laser Shots
Pistol Base: +Pistol Shots
Shotgun Base: +Shotgun Shots

=R&D GATE=

Hybrid Taser Base: +Taser Shots +Disabler Shots
Energy Base: +Laser Shots +Disabler Shots
Old Energy Base: +Laser Shots +Taser Shots
Accelerator Laser Base: +Accelerator Laser Shots
Tesla Base: +Tesla Shots
SMG Base: +SMG Shots
Assault Rifle Base: +Assault Rifle Shots
Long Rifle Base: +Long Rifle Shots

ATTACHMENTS: BARREL

Small Barrel: ++Size: Small --Range
Medium Barrel: +Size: Normal +Range
Large Barrel: ++Range -Size: Bulky

ATTACHMENTS: STOCK

Semi Auto: ++Accuracy --Fire Rate
Automatic: ++Fire Rate --Accuracy

=R&D GATE=

Alternating Stock: ++Alternating Mode*
Improved Automatic: +Fire Rate +Accuracy

Alternating Mode: Can alternate between semi auto and auto

ATTACHMENTS: MUZZLE

Barrel Compensator: +Accuracy +Fire Rate
Silencer: ++Silenced* -Damage
Muzzle Brake: ++Fire Rate

=R&D GATE=

Barrel Retractor: ++Size Reduction* +Accuracy

*Silenced: No text notification, quiet shot
*Size Reduction: Gun is one size category smaller than usual. Bulky > Normal >Small >Tiny

ATTACHMENTS: GRIP

Forward Grip: ++Accuracy
Bipod: +Accuracy -Fire Rate
Laser Sight: +Accuracy +Range
Flashlight: ++Light

=R&D GATE=

Bright Laser Sight: +Accuracy +Range +Blind*
Smart Module: +Accuracy +Damage +Range +Fire Rate

Blind: Treat gun as also having function of a laser pointer, complete with blind.

ATTACHMENTS: SCOPE

Scope: +Damage +Accuracy -Fire Rate
Reflex Scope: +Accuracy +Fire Rate

=R&D GATE=

Anatomical Scope: ++Damage -Fire Rate
High Resolution Scope: +Range +Damage +Accuracy --Fire Rate

ATTACHMENTS: ENERGY MODS

Beam Stabilizer: +Range +Damage
Beam Intensifiers: ++Damage -Fire Rate
Improved Capacitors: +Capacity
Recharge Module: ++Recharge Time

=R&D GATE=

Plasma Module: ++Damage +Armor Piercing -Fire Rate
Projectile Hastener: ++Projectile Speed
Energy Amplifier: +Damage +Accuracy
Electroshock Module: ++Stuns -Damage
Charge Generator: ++Charge Generation --Recharging

ATTACHMENTS: BALLISTIC MODS

Full Metal Jacket: +Armor Piercing -Damage
Hollow Point: --Armor Piercing ++Damage +Dismemberment*
Extended Mag: +Capacity
Barrel Mag: ++Capacity -Reload Time
Dart Rounds: ++Chem Dosing* -Armor Piercing

=R&D GATE=

Reagent Infusion: ++Chem Production* ++Chem Dosing --Damage
Railgun Module: +Damage +Armor Piercing +Fire Rate +Range
Depleted Uranium Bullets: ++Armor Piercing +Radiation
Rapid Reloader: +Fire Rate +Reload Time
Ammo Synthesizer: ++Ammo Production --Reloading

Dismemberment: Hollow point rounds can dismember on a limb hit.
Chem Dosing: A desired reagent is supplied to the gun directly and bullets fired will consume and inject 5U of it on a hit.
Chem Production: A desired reagent is supplied to the gun directly which will automatically infuse all bullets fired with a small amount (1U) of it.

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 7:51 am
by iamgoofball
Armhulen wrote:i'm cool with that but at least make assault rifles a bit better
i'll look into it fam

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 8:19 am
by Grazyn
At this point I'm cool with anything that leaves at least a whiff of guncrafting to security without gating everything behind RnD

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 8:21 am
by Armhulen
iamgoofball wrote:
Armhulen wrote:i'm cool with that but at least make assault rifles a bit better
i'll look into it fam
:shades:

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 8:31 am
by Luke Cox
iamgoofball wrote:i think you all forget that R&D is completed within 5 minutes and materials are gathered within 5 minutes

and that any and all progression in this game doesn't matter because it will be QoL'd out of existance
Luke Cox wrote:The short and long barrels, semi-auto handle, and stun modules are the only things shat should be roundstart.
This is still OP because it's a one hit kill gun.
When people do R&D. Also, you're forgetting that adrenals exist.

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 8:34 am
by Grazyn
Quick question because I wasn't present during the latest merge test: I assume security gets his own gunlathe in the armory, is it synched to research? Or do you have to physically go to RnD to get the advanced parts?

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 8:55 am
by Armhulen
Grazyn wrote:Quick question because I wasn't present during the latest merge test: I assume security gets his own gunlathe in the armory, is it synched to research? Or do you have to physically go to RnD to get the advanced parts?
1 guncrafting is live on sybil RIGHT NOW

2 you can sync it from the guncrafting console

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 3:56 pm
by Grazyn
May be nice to have the completed gun change name to "gun" or something instead of "gun frame" which sounds kinda goofy

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 5:15 pm
by Armhulen
use pens?

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 10:38 pm
by John_Oxford
>not having prefabs for your charcters last name gun company

death rowe arms already has a full suite of weapons

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 10:42 pm
by John_Oxford
goof if i gave you a long and thought out list of some of the best design concepts, balancing solutions and dynamic parts that tie in deep to other elements of the game that's so good it instantly makes /k/ommandos all over the world cum in their pants

would you actually code it and not just go "yeah cool john im gonna put more meme code in then though so you enjoy that"

Re: Goof Gunsmithing

Posted: Sat Jan 14, 2017 11:45 pm
by iamgoofball
John_Oxford wrote:goof if i gave you a long and thought out list of some of the best design concepts, balancing solutions and dynamic parts that tie in deep to other elements of the game that's so good it instantly makes /k/ommandos all over the world cum in their pants

would you actually code it and not just go "yeah cool john im gonna put more meme code in then though so you enjoy that"
get ahold of ma44 in #coderbus I put him in charge of fixing balance

Re: Goof Gunsmithing

Posted: Sun Jan 15, 2017 12:12 am
by firecage
Aka, he is to lazy to do balancing himself, so he is having other people to his job for him.

Re: Goof Gunsmithing

Posted: Sun Jan 15, 2017 2:14 am
by ShadowDimentio
Trivia: Writing all the code is much harder than tweaking a few numbers to placate the mindless masses. I'd say Goof got the raw end of the deal on that one.

Re: Goof Gunsmithing

Posted: Sun Jan 15, 2017 6:40 am
by Cobby
iamgoofball wrote: and that any and all progression in this game doesn't matter because it will be QoL'd out of existance
I hate that you are correct.

Re: Goof Gunsmithing

Posted: Sun Jan 15, 2017 11:32 am
by firecage
If I have to be honest, at the moment I wouldn't mind if Goofs guncrafting PR is closed, and someone else picks the pieces up in the future and actually makes a working, balanced, and not-fucking-buggy system.

Re: Goof Gunsmithing

Posted: Sun Jan 15, 2017 11:37 am
by iamgoofball
Fuck you and die, old buddy old pal Firecage. I

"Wah wah it's unbalanced"

"Balance is shit and I hate it but okay fine I'll offload the balance to someone who knows what they're doing"

"I'm a whiny bitch who doesn't like change or compromise, so I'm going to demand it be closed anyways"

Fuck off to Bay already.