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Copy file name to clipboardExpand all lines: Weapon Mods/Anomaly_Solaris_Hypernautics/Data/Scripts/CoreParts/Heavy_MAC_Ammo.cs
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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.
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BaseDamage=75000f,// Direct damage; one steel plate is worth 100.
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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.
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Damage=6500f,
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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
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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.
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EnergyCost=0.01f,// Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
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BaseDamage=15625f,// Direct damage; one steel plate is worth 100.
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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.
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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.
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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=0f,// Recoil. This is applied to the Parent Grid.
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DecayPerShot=0f,// Damage to the firing weapon itself.
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//float.MaxValue will drop the weapon to the first build state and destroy all components used for construction
Copy file name to clipboardExpand all lines: Weapon Mods/Starcore_Serpent_Arms_Heavy_Metal/Data/Scripts/CoreParts/Hydra_12GA_Ammo.cs
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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.
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EnergyCost=0.012f,// Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
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EnergyCost=0.008f,// Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
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BaseDamage=16500f,// Direct damage; one steel plate is worth 100.
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Mass=100f,// 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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