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overcooking the types on mod-dev if you tell me they are still bad I swear to god i will live in your walls (#1927)
reverted several changes, aaaand did away with their extremely reload (which mattered less than I thought according to dakka dossier calculations). Likely only one or two of these changes will be on stable.
2 parents ca4b6ca + ca5b949 commit 172ea49

2 files changed

Lines changed: 5 additions & 5 deletions

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Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/TypeCannons/Standard_Type_HE_Ammo.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -127,13 +127,13 @@ partial class Parts
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Armor = new ArmorDef
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{
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Armor = -1f, // Multiplier for damage against all armor. This is multiplied with the specific armor type multiplier (light, heavy).
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Light = 0.7f, // Multiplier for damage against light armor.
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Light = -1f, // Multiplier for damage against light armor.
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Heavy = -1f, // Multiplier for damage against heavy armor.
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NonArmor = 0.30f, // Multiplier for damage against every else.
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NonArmor = 0.4f, // Multiplier for damage against every else.
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},
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Shields = new ShieldDef
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{
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Modifier = 2.1f, // Multiplier for damage against shields.
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Modifier = 2.5f, // Multiplier for damage against shields.
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Type = Default, // Damage vs healing against shields; Default, Heal
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BypassModifier = -1.25f, // If greater than zero, the percentage of damage that will penetrate the shield.
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},
@@ -184,7 +184,7 @@ partial class Parts
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{
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Enable = true,
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Radius = 11.25f, // Meters
187-
Damage = 10000f,
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Damage = 12500f,
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Depth = 3.1f,
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MaxAbsorb = 0f,
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Falloff = Curve, //.NoFalloff applies the same damage to all blocks in radius

Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/TypeCannons/Type18 Heavy Turret.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -125,7 +125,7 @@ partial class Parts {
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BarrelsPerShot = 1, // How many muzzles will fire a projectile per fire event.
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TrajectilesPerBarrel = 1, // Number of projectiles per muzzle per fire event.
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SkipBarrels = 0, // Number of muzzles to skip after each fire event.
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ReloadTime = 1200, //20 seconds //Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
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ReloadTime = 360, //20 seconds //Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
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MagsToLoad = 8, // Number of physical magazines to consume on reload.
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DelayUntilFire = 45, // How long the weapon waits before shooting after being told to fire. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
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HeatPerShot = 10, // Heat generated per shot.

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