From 2949e190fe3ced6a6161f284e454cfe4aae4db4a Mon Sep 17 00:00:00 2001 From: Joe DiPrima Date: Thu, 13 Aug 2026 20:15:35 -0500 Subject: [PATCH] field guide: laser damage line de-ambiguated -- 'half-charge release' implied a trigger-hold mechanic that does not exist (the user read it as distance falloff first, then as mid-charge release). Now states the T1 machine: no early fire (trigger blips until Loaded), partial power = lower charge gear only (charge/recommended-gear voltage squared), and damage is flat inside effective range / zero past it. Rides the next guide iteration. Co-Authored-By: Claude Fable 5 Claude-Session: https://claude.ai/code/session_016bw71WVsccjwW7uKRg4aWD --- docs/WEAPONS_FIELD_GUIDE.txt | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/docs/WEAPONS_FIELD_GUIDE.txt b/docs/WEAPONS_FIELD_GUIDE.txt index 2eb927e..207ee38 100644 --- a/docs/WEAPONS_FIELD_GUIDE.txt +++ b/docs/WEAPONS_FIELD_GUIDE.txt @@ -44,8 +44,12 @@ THE ORIGINAL'S BEHAVIOR - The beam is instant. The hit is decided the moment you fire -- no travel time, no leading. What you see is the discharge drawing itself, plus a 0.2-second afterglow that tracks the target. - - Damage scales with the SQUARE of the charge: a full-charge shot - does the listed number; a half-charge release does a quarter. + - Damage scales with the SQUARE of the stored charge. You cannot + fire early -- the trigger does nothing until the charge completes. + The only partial-power shot is a LOWER CHARGE GEAR (section 2, + veteran/expert only): a gear at half voltage is ready sooner but + hits for a quarter. Distance never matters: full damage anywhere + inside effective range, zero damage past it. - Out of range: the trigger works and the beam draws, but the damage is silently thrown away. No hit, no denied tone we can find. - Effective range shrinks in proportion to damage on the body zone