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Created page with "{{Infobox Furniture | title = Steady Hands Sarsaparilla | image = Vending_Handling.png | link = Steady Hands Sarsaparilla | type = Vending Machine | family = Map Furniture (Interactive) | brand = Catastropop™ (Endtimes Bottling Co.) | product = Steady Hands Sarsaparilla™ (Vanilla Smash) | slogan = “Because accuracy is sexy.” | distance = 16 units | prompt = Press [E] to upgrade handling for..."
 
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== Overview ==
== Overview ==
'''Steady Hands Sarsaparilla''' buffs your **Handling** perk, smoothing out weapon behaviour across the board. Each purchase adds **+1 Handling**, which reduces recoil kick, tightens bullet drift/spread, and tones down camera shake — turning rowdy boomsticks into well-behaved lasers.
'''Steady Hands Sarsaparilla''' buffs your '''Handling''' perk, smoothing out weapon behaviour across the board. Each purchase adds '''+1 Handling''', which reduces recoil kick, tightens bullet drift/spread, and tones down camera shake — turning rowdy boomsticks into well-behaved lasers.


== Mechanics ==
== Mechanics ==
* **Interact range:** 16 units.   
* '''Interact range:''' 16 units.   
* **Interaction:** Instant; spawns a drink entity and applies the perk immediately.   
* '''Interaction:''' Instant; spawns a drink entity and applies the perk immediately.   
* **Scope:** Handling perks affect **all weapons**, including Beast variants.   
* '''Scope:''' Handling perks affect '''all weapons''', including Beast variants.   
* **Audio:** **sndBuy** on purchase, **sndPowerDrink** on drink.
* '''Audio:''' '''sndBuy''' on purchase, '''sndPowerDrink''' on drink.


=== Cost ===
=== Cost ===
* **Formula:** `<code>cost = 1000 * (perks.handling + 1)</code>`   
* '''Formula:''' `<code>cost = 1000 * (perks.handling + 1)</code>`   
* **Rounding:** `<code>cost = round(cost / 25) * 25</code>` → price is a multiple of **25**.   
* '''Rounding:''' `<code>cost = round(cost / 25) * 25</code>` → price is a multiple of '''25'''.   
* **Scaling:** Linear with your current Handling level — pricier the steadier you get.
* '''Scaling:''' Linear with your current Handling level — pricier the steadier you get.


=== Effect ===
=== Effect ===
* **Per purchase:** `perks.handling += 1`   
* '''Per purchase:''' `perks.handling += 1`   
* **In practice:** Reduces weapon **recoil**, narrows **drift/spread**, and lowers **camera shake** via the game’s firing calculations.   
* '''In practice:''' Reduces weapon '''recoil''', narrows '''drift/spread''', and lowers '''camera shake''' via the game’s firing calculations.   
* **Global:** Benefits every gun you pick up afterward.
* '''Global:''' Benefits every gun you pick up afterward.


== Strategy ==
== Strategy ==
* **Tames heavy hitters:** Makes high-recoil weapons (LMGs, battle rifles, hand cannons) far more viable, especially at range.   
* '''Tames heavy hitters:''' Makes high-recoil weapons (LMGs, battle rifles, hand cannons) far more viable, especially at range.   
* **Point efficiency:** Better accuracy = fewer wasted bullets → **fewer shots per kill** **higher point yield** under your scoring rules.   
* '''Point efficiency:''' Better accuracy = fewer wasted bullets → '''fewer shots per kill''' '''higher point yield''' under your scoring rules.   
* **Order of operations:** A couple ranks of Handling before big Beast upgrades can multiply their value (all that new power stays on target).   
* '''Order of operations:''' A couple ranks of Handling before big Beast upgrades can multiply their value (all that new power stays on target).   
* **Pair with:** [[Kaboom Kola]] (damage) to convert steadiness into lethal TTKs; [[Fleet Feet Fizz]] (speed) for safer kiting while ADS.
* '''Pair with:''' [[Kaboom Kola]] (damage) to convert steadiness into lethal TTKs; [[Fleet Feet Fizz]] (speed) for safer kiting while ADS.


== Trivia ==
== Trivia ==
* The drink entity currently uses the sprite **`sDamageDrink`** — the handling and damage drink sprites were **swapped in development** because the art “fit better the other way around.” The internal names just never got renamed.   
* The drink entity currently uses the sprite '''`sDamageDrink`''' — the handling and damage drink sprites were '''swapped in development''' because the art “fit better the other way around.” The internal names just never got renamed.   
* Early names on the whiteboard included “**Grip Juice**,” “**Laser Hands**,” and “**Calm-A-Cola**.” Steady Hands Sarsaparilla won for maximum yee-haw energy.
* Early names on the whiteboard included “'''Grip Juice''',” “'''Laser Hands''',” and “'''Calm-A-Cola'''.” Steady Hands Sarsaparilla won for maximum yee-haw energy.

Latest revision as of 09:12, 16 September 2025


{{#pageimage:Vending_Handling.png}}
Steady Hands Sarsaparilla
Type Vending Machine
Family Map Furniture (Interactive)
Brand Catastropop™ (Endtimes Bottling Co.)
Product Steady Hands Sarsaparilla™ (Vanilla Smash)
Tagline “Because accuracy is sexy.”
Interact range 16 units
On-screen promptPress [E] to upgrade handling for {cost}
Interact time Instant
Cooldown None
Cost formula 1000 * (perks.handling + 1)
Rounding round(cost / 25) * 25 (to nearest 25)
Scaling vars Current Handling perk (same as uses)
Effect Increases the Handling perk by +1 (reduces recoil, spread/drift, and screen shake)
Effect expressionperks.handling += 1
Limits No explicit max set (practically capped by cost curve)
Stacks? Yes (linear perk increments)
Sounds sndBuy, sndPowerDrink
System hooks Spawns drink entity (sDamageDrink); consumes Score
Appears on All current maps
First appearanceDEAD (v1.0)
Notes Applies globally to all weapons via the handling perk in firing math.
Steady Hands Sarsaparilla
“Because accuracy is sexy.”

Overview[edit]

Steady Hands Sarsaparilla buffs your Handling perk, smoothing out weapon behaviour across the board. Each purchase adds +1 Handling, which reduces recoil kick, tightens bullet drift/spread, and tones down camera shake — turning rowdy boomsticks into well-behaved lasers.

Mechanics[edit]

  • Interact range: 16 units.
  • Interaction: Instant; spawns a drink entity and applies the perk immediately.
  • Scope: Handling perks affect all weapons, including Beast variants.
  • Audio: sndBuy on purchase, sndPowerDrink on drink.

Cost[edit]

  • Formula: `cost = 1000 * (perks.handling + 1)`
  • Rounding: `cost = round(cost / 25) * 25` → price is a multiple of 25.
  • Scaling: Linear with your current Handling level — pricier the steadier you get.

Effect[edit]

  • Per purchase: `perks.handling += 1`
  • In practice: Reduces weapon recoil, narrows drift/spread, and lowers camera shake via the game’s firing calculations.
  • Global: Benefits every gun you pick up afterward.

Strategy[edit]

  • Tames heavy hitters: Makes high-recoil weapons (LMGs, battle rifles, hand cannons) far more viable, especially at range.
  • Point efficiency: Better accuracy = fewer wasted bullets → fewer shots per killhigher point yield under your scoring rules.
  • Order of operations: A couple ranks of Handling before big Beast upgrades can multiply their value (all that new power stays on target).
  • Pair with: Kaboom Kola (damage) to convert steadiness into lethal TTKs; Fleet Feet Fizz (speed) for safer kiting while ADS.

Trivia[edit]

  • The drink entity currently uses the sprite `sDamageDrink` — the handling and damage drink sprites were swapped in development because the art “fit better the other way around.” The internal names just never got renamed.
  • Early names on the whiteboard included “Grip Juice,” “Laser Hands,” and “Calm-A-Cola.” Steady Hands Sarsaparilla won for maximum yee-haw energy.