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Hydra and Herc tapping (#1964)
2 parents 4926604 + a40b643 commit 8e9552d

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4 files changed

+7
-7
lines changed

4 files changed

+7
-7
lines changed

Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Heavy_MAC.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -90,7 +90,7 @@ partial class Parts {
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HomeAzimuth = 0, // Default resting rotation angle
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HomeElevation = 15, // Default resting elevation
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InventorySize = 1f, // Inventory capacity in kL.
93-
IdlePower = 0.25f, // Constant base power draw in MW.
93+
IdlePower = 17.5f, // Constant base power draw in MW.
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FixedOffset = false, // Deprecated.
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Offset = Vector(x: 0, y: 0, z: 0), // Offsets the aiming/firing line of the weapon, in metres.
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Type = BlockWeapon, // What type of weapon this is; BlockWeapon, HandWeapon, Phantom

Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Heavy_MAC_Ammo.cs

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -40,7 +40,7 @@ partial class Parts
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AmmoRound = "Heavy MAC Slug", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel.
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HybridRound = true, // Use both a physical ammo magazine and energy per shot.
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EnergyCost = 0.055f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
43-
BaseDamage = 75000f, // Direct damage; one steel plate is worth 100.
43+
BaseDamage = 55000f, // Direct damage; one steel plate is worth 100.
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Mass = 1000f, // In kilograms; how much force the impact will apply to the target.
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Health = 0, // How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable.
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BackKickForce = 500000f, // Recoil. This is applied to the Parent Grid.
@@ -182,7 +182,7 @@ partial class Parts
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{
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Enable = true,
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Radius = 1.5f, // Radius of AOE effect, in meters.
185-
Damage = 6500f,
185+
Damage = 4500f,
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Depth = 1.5f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value
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MaxAbsorb = 0f, // Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block.
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Falloff = Pooled, //.NoFalloff applies the same damage to all blocks in radius
@@ -429,9 +429,9 @@ partial class Parts
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AmmoRound = "SolHyp_HeavyMAC_Shrap", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel.
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HybridRound = false, // Use both a physical ammo magazine and energy per shot.
431431
EnergyCost = 0.01f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
432-
BaseDamage = 15625f, // Direct damage; one steel plate is worth 100.
432+
BaseDamage = 9500f, // Direct damage; one steel plate is worth 100.
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Mass = 50f, // In kilograms; how much force the impact will apply to the target.
434-
Health = 40, // How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable.
434+
Health = 0, // How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable.
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BackKickForce = 0f, // Recoil. This is applied to the Parent Grid.
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DecayPerShot = 0f, // Damage to the firing weapon itself.
437437
//float.MaxValue will drop the weapon to the first build state and destroy all components used for construction

Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -129,7 +129,7 @@ partial class Parts {
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{
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RateOfFire = 600, // Set this to 3600 for beam weapons. This is how fast your Gun fires.
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BarrelsPerShot = 1, // How many muzzles will fire a projectile per fire event.
132-
TrajectilesPerBarrel = 12, // Number of projectiles per muzzle per fire event.
132+
TrajectilesPerBarrel = 8, // 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 = 30, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
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MagsToLoad = 1, // Number of physical magazines to consume on reload.

Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra_12GA_Ammo.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -36,7 +36,7 @@ partial class Parts
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AmmoMagazine = "K_Hydra", // SubtypeId of physical ammo magazine. Use "Energy" for weapons without physical ammo.
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AmmoRound = "BFG", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. Is used by Shrapnel.
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HybridRound = true, // Use both a physical ammo magazine and energy per shot.
39-
EnergyCost = 0.012f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
39+
EnergyCost = 0.008f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
4040
BaseDamage = 16500f, // Direct damage; one steel plate is worth 100.
4141
Mass = 100f, // In kilograms; how much force the impact will apply to the target.
4242
Health = 0, // How much damage the projectile can take from other projectiles (base of 1 per hit) before dying; 0 disables this and makes the projectile untargetable.

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