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Ballistic Balance Blowout - Guns Galore - #161

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Avalon-Proto wants to merge 24 commits into
Monkestation:masterfrom
Avalon-Proto:Ballistic-Balance-Blowout
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Ballistic Balance Blowout - Guns Galore#161
Avalon-Proto wants to merge 24 commits into
Monkestation:masterfrom
Avalon-Proto:Ballistic-Balance-Blowout

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@Avalon-Proto

@Avalon-Proto Avalon-Proto commented Aug 19, 2026

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About The Pull Request

This PR rebalances all existing weapons and ammunition types, all in favor of being much MORE lethal, to people and supernaturals. Cause guns should kill things fast

It also makes all bullets hitscan

Why It's Good For The Game

Guns kinda suck ATM, due to not being hitscan, among other issues some of which can be attributed to lag. They are very lethal, but the ability to "Dodge" bullets, even as a mortal, makes even the most powerful rifles feel underwhelming

Changelog

🆑
balance: All ammunition and weapons have had damage tuned, changed, and often increased to make weapons feel more lethal
balance: All bullets are now hitscan
/:cl:

@munchyi

munchyi commented Aug 20, 2026

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i feel like this is gonna be chaotic...

@Avalon-Proto
Avalon-Proto marked this pull request as ready for review August 21, 2026 03:10

@chazzyjazzy chazzyjazzy left a comment

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you appear to have copy + pasted much of the modular_darkpack objects and files. please change it so that you only override what is actually needed. for example.

/obj/projectile/bullet/darkpack/vamp556mm
	damage = 35

just changes the damage var. it doesn't overwrite anything else. since modular_vcg is compiled after modular_darkpack, it takes the latest var declaration.

Comment thread modular_vcg/modules/weapons/code/ammo_boxes.dm Outdated
Comment thread modular_vcg/modules/weapons/code/guns.dm Outdated
Comment thread modular_vcg/modules/weapons/code/projectiles.dm Outdated
Comment thread modular_vcg/modules/weapons/code/guns.dm Outdated
Comment thread modular_vcg/modules/weapons/code/guns.dm Outdated
Comment thread modular_vcg/modules/weapons/code/projectiles.dm
Comment thread modular_vcg/modules/weapons/code/projectiles.dm
Comment thread modular_vcg/modules/weapons/code/projectiles.dm Outdated
@kimesik

kimesik commented Aug 21, 2026

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Have you actually changed all bullets to being hitscan? I am looking at the code differences and see nothing about hitscans or the like.

@Avalon-Proto

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Have you actually changed all bullets to being hitscan? I am looking at the code differences and see nothing about hitscans or the like.

I thought i did but it didnt actually seem to do so , may need more comprehensive code.

Avalon-Proto and others added 4 commits August 22, 2026 01:17
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
Co-authored-by: chazzyjazzy <33268885+chazzyjazzy@users.noreply.github.com>
@Chappyfart

Chappyfart commented Aug 22, 2026

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image hunting rifle ammo/magazines seems bugged/broken? you cant buy 7.62 ammo boxes (I recall you could before) and the mags are tagged as "762" using, but are full of 5.56?

Comment thread modular_darkpack/modules/retail/code/stores/camping_store.dm Outdated
Comment thread modular_darkpack/modules/retail/code/stores/camping_store.dm
Comment thread modular_vcg/modules/weapons/code/projectiles.dm Outdated
Comment thread modular_vcg/modules/weapons/code/projectiles.dm Outdated
armour_penetration = 60
exposed_wound_bonus = 15
wound_bonus = 15
sharpness = SHARP_EDGED

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What? This is the definition of a non - sharp bullet. It's a musket ball.

Suggested change
sharpness = SHARP_EDGED

@chazzyjazzy

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ok - do a pass over this PR again. you still have many variables which are re-declared in modular_vcg that absolutely do not need to be re-declared (as they are already declared as the same value in modular_darkpack). Just do a general audit.

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5 participants