How does wall-breaking work? I know you need explosive or plasma damage, but I'm not sure how much.
The HP/armor of walls hasn't been checked lately, although I'm imagine the stats are there. Some people can check these (or maybe Kornel could just tell us) so I hope they will respond to you. I've found that you need something like ~12 plasma damage to successfully deal damage to a wall, although destroying it means you need to damage it enough times. As for fire, I know that micro launcher (5d5) often only breaks one or two walls out of every ten, but the typical RL (6d6) usually gets around half.
When you only have one shell in your double shotgun, what happens when you fire normally? Do you get the triple blast? If not, how about the super shotgun (since that doesn't have a single-fire)?
Using the alt-fire on a double shotgun uses an attack like a single shotgun, except with the double's spread/range (which is to say, worse). There's very little reason to use it unless your double is heavily modded and would therefore be better than a shotgun. It's mostly for ammo conservation purposes or if you can't easily swap to a better weapon.
How much time does it take to switch to a prepared weapon? How about an unprepared weapon (by pressing the number keys)?
Swapping is 8 turns (0.8s) between equipped/prepped slot. I would assume that quickkeys are a typical 10-turn (1.0s) but, since they are included in Juggler benefits, it's worth checking out. If you want to self-test this, do the following:
- Use @ to check turn count
- Leave, info screen, Swap via quickkey
- Check turn count again
- Count(final) - Count(initial) = turns needed
You can do this to check anything, really. For unviewable turn counts, and a lot of other neat stuff,
this Wiki page has a lot to offer.