Smokepop Belts activated by MELEE attacks, if the melee weapon is a GUN of any type. Had multiple occurrences since I began using them (haven't really purposed the things in a play-through, before.)
To add, I did watch an arrest situation in which my melee, longsword-wielding pawn struck (and hit, nearly killing D:) several times and then was pulled back. A subsequent pawn, with bolt-action rifle, was sent in with melee attack orders and on first hit -- Smokepop burst. Can reproduce this.
This can't be right, reduces the actual efficacy of Smokepop Belts (meant to be a vs. ranged measure, not to be expended every time pawns fight I'd hope) and should be considered a bug. Thank you.
To add, I did watch an arrest situation in which my melee, longsword-wielding pawn struck (and hit, nearly killing D:) several times and then was pulled back. A subsequent pawn, with bolt-action rifle, was sent in with melee attack orders and on first hit -- Smokepop burst. Can reproduce this.
This can't be right, reduces the actual efficacy of Smokepop Belts (meant to be a vs. ranged measure, not to be expended every time pawns fight I'd hope) and should be considered a bug. Thank you.