Slug Rework
tweak: Removed "daze" and knockback effect from slug, reduced accurate and max range, increased damage and AP.
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Code
/datum/ammo/bullet/shotgun/slug name = "shotgun slug" impact_name = "slug" impact_limbs = BODY_FLAG_HEAD accurate_range = 6 max_range = 12 damage = BULLET_DAMAGE_TIER_18 penetration = ARMOR_PENETRATION_TIER_8 damage_armor_punch = 2
Details
Slug shotgun ammo currently sits in "support untility" spot. I'm here to argue that its properties currently make it unviable and/or unfun to fight against and with, depending on xeno caste.
As T1 like Sentinel, Drone and T2s like Spitter and Burrower its instant "retreat or die" round, that forces them to escape, as they are already inheritely slow and require going into slug range to deal damage. Paired with atleast one other marine its almost guaranteed death unless there is a corner/wall/door/xeno to quickly hide, wait out the slowdown and then escape. The same effects can be achieved by carrying two shotguns, one loaded with slugs and other with buckshot.
On the other hand we have all T3s, T2s like Hivelord/Carrier and T1 Defender (In "lowered crest" and "Fortify" so 90% of time in combat). Those don't get stunned, or slowed down from slug impact. Reduced vision for very short period isn't also that big of a deal for them. "Daze" mechanic appears to be buggy and/or messy, inconsistently working, or not, one time hit T1/T2 can't do anything, but slowly move, other time they can use ability that is already selected, but they can't change it. With T3s its even more impactfull since don't get stunned, or slowed down. Sometimes they can't use any ability, sometimes they can use the one already selected and even in the best scenario (for marine) where they can't use any ability at all, it doesn't matter, as this lasts so short.
Thrid group of xenos are those that are fast enough even when slowed down which are Lurker, Warrior (and partially Boxer strain that ressists up to 3 "daze" applications) and runner. They have it easier to avoid being hit and when hit, they can try to escape which isn't as hard as trying to do the same as castes from first group.
Thats why propose rework that would put slug into another "niche" that is fair for both sides. High Damage and High AP would make it perfect to deal with armored, slower xenos, while still being able to deal damage to other castes, but not so effectively. Proposed Damage and AP isn't final and might require further adjusting up, or down. Low firerate and slow speed of a projectile (that could be potentialy slowed down even more) would balance the shotgun loaded with it to be a potential sidegrade competitor to Pulse Rifle and M39. A choice for someone who values single target high damage requiring good accuracy from the player. Kind of a merge of Buckshot Shotgun, Flechette Shotgun and Pulse Rifle that isn't straight up better, or worse.
In terms of Friendly Fire. The worst part of it isn't the damage, but stun/slowdown/daze, which current slug does and proposed one wouldn't. It would be required to hit friendly more than once to deal substantial harm, with low shotgun firerate its almost impossible to do it "accidentaly". Since HvH is also considered for balance purposes: Slow projectile with limited range (5-6) and low firerate offers substantial chance to return fire and win engagement where current daze slug doesn't.
Predators are probably also a concern. Simillary to HvH argument: Slow projectile with low firerate and damage output lower than Point Blank Buckshot even despite high AP and high single projectile damage. Current Slug doesn't affect predators besides possible "blink" of reduced vision and the damage alongside AP is pathetic.
To sum up: Current slug does nearly nothing to T3s, few T2s and Defender, while its practically unfair and unfun against most T1s and few T2s. Proposed rework would potentialy put slug on par with Pulse Rifle and M39 in terms of being "viable" and retaining its position as a bit niche weapon by being better suited to fight single, slower and tankier xenos while not being practically useless against any particullar caste.
Keep in mind that proposed Damage Tier and AP Tier is bound to be adjusted: Nerfed, or buffed.