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GREAT WELD'EN'IN'G (#1910)
40k aegis (30 seconds -> 40 seconds) Macro Cannon, Heavy Macro Cannon, and Lance battery brought into same vibes with mk2 coil gun. FAS Guns and Barbettes, (Brought from 15 seconds to 150 seconds on light guns, 120 seconds to 250 seconds on heavy guns) (this brings them in line with NHI) Charon Soft Buffs: Charon had a very bad brain, this was probably my fault. Cut power draw in half. Removed its range damage falloff on the extremely short ranged gun. Fixed its very bad brain. This is probably what people meant when they said Charon was bad, I really should of opened up the weapon file in balance council.
2 parents c9f7772 + c703f2f commit c1a569b

16 files changed

Lines changed: 43 additions & 34 deletions

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Weapon Mods/40k-Weapons-Mod/Data/Cubeblocks_IMP.sbc

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -157,7 +157,7 @@
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</BuildProgressModels>
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<BlockPairName>Macro</BlockPairName>
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<EdgeType>Light</EdgeType>
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<BuildTimeSeconds>120</BuildTimeSeconds>
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<BuildTimeSeconds>150</BuildTimeSeconds>
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<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
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<MountPoints>
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<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="3.0" EndY="3.0" PropertiesMask="2" />
@@ -216,7 +216,7 @@
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</BuildProgressModels>
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<BlockPairName>HeavyMacro</BlockPairName>
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<EdgeType>Light</EdgeType>
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<BuildTimeSeconds>180</BuildTimeSeconds>
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<BuildTimeSeconds>240</BuildTimeSeconds>
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<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
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<MountPoints>
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<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="5.0" EndY="5.0" PropertiesMask="2" />
@@ -331,7 +331,7 @@
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</BuildProgressModels>
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<BlockPairName>Lance</BlockPairName>
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<EdgeType>Light</EdgeType>
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<BuildTimeSeconds>120</BuildTimeSeconds>
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<BuildTimeSeconds>210</BuildTimeSeconds>
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<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
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<MountPoints>
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<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="5.0" EndY="1.0" PropertiesMask="2" />
@@ -387,7 +387,7 @@
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</BuildProgressModels>
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<BlockPairName>LightLance</BlockPairName>
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<EdgeType>Light</EdgeType>
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<BuildTimeSeconds>100</BuildTimeSeconds>
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<BuildTimeSeconds>180</BuildTimeSeconds>
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<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
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<MountPoints>
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<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="3.0" EndY="1.0" PropertiesMask="2" />
@@ -443,7 +443,7 @@
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</BuildProgressModels>
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<BlockPairName>HeavyLance</BlockPairName>
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<EdgeType>Light</EdgeType>
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<BuildTimeSeconds>140</BuildTimeSeconds>
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<BuildTimeSeconds>300</BuildTimeSeconds>
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<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
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<MountPoints>
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<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="7.0" EndY="1.0" PropertiesMask="2" />
@@ -669,7 +669,7 @@
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</BuildProgressModels>
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<BlockPairName>Aegis</BlockPairName>
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<EdgeType>Light</EdgeType>
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<BuildTimeSeconds>30</BuildTimeSeconds>
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<BuildTimeSeconds>40</BuildTimeSeconds>
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<WeaponDefinitionId Subtype="HeavyBolterLargeSponson" />
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<MountPoints>
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<MountPoint Side="Back" StartX="0.0" StartY="0.0" EndX="1.0" EndY="1.0" PropertiesMask="2" />

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

Lines changed: 8 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -44,7 +44,7 @@ partial class Parts {
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Grids, Neutrals, // Types of threat to engage: Grids, Projectiles, Characters, Meteors, Neutrals
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},
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SubSystems = new[] {
47-
Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any
47+
Offense, Utility, Thrust, Power, Production, Jumping, Steering, Any, // Subsystem targeting priority: Offense, Utility, Power, Production, Thrust, Jumping, Steering, Any
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},
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ClosestFirst = false, // Tries to pick closest targets first (blocks on grids, projectiles, etc...).
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IgnoreDumbProjectiles = false, // Don't fire at non-smart projectiles.
@@ -53,12 +53,12 @@ partial class Parts {
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MaximumDiameter = 0, // Maximum radius of threat to engage; 0 = unlimited.
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MaxTargetDistance = 2750f, // Maximum distance at which targets will be automatically shot at; 0 = unlimited.
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MinTargetDistance = 0, // Minimum distance at which targets will be automatically shot at.
56-
TopTargets = 8, // Maximum number of targets to randomize between; 0 = unlimited.
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TopBlocks = 16, // Maximum number of blocks to randomize between; 0 = unlimited.
58-
CycleBlocks = 3, // Number of blocks to "cycle" per acquire attempt.
56+
TopTargets = 4, // Maximum number of targets to randomize between; 0 = unlimited.
57+
TopBlocks = 8, // Maximum number of blocks to randomize between; 0 = unlimited.
58+
CycleBlocks = 0, // Number of blocks to "cycle" per acquire attempt.
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StopTrackingSpeed = 0, // Do not track threats traveling faster than this speed; 0 = unlimited.
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UniqueTargetPerWeapon = false, // only applies to multi-weapon blocks
61-
MaxTrackingTime = 180, // After this time has been reached the weapon will stop tracking existing target and scan for a new one
61+
MaxTrackingTime = 0, // After this time has been reached the weapon will stop tracking existing target and scan for a new one
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ShootBlanks = false, // Do not generate projectiles when shooting
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FocusOnly = false, // This weapon can only track focus targets.
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EvictUniqueTargets = false, // if this is set it will evict any weapons set to UniqueTargetPerWeapon unless they to have this set
@@ -68,7 +68,7 @@ partial class Parts {
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PartName = "Charon", // Name of the weapon in terminal, should be unique for each weapon definition that shares a SubtypeId (i.e. multiweapons).
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DeviateShotAngle = 0.50f, // Projectile inaccuracy in degrees.
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AimingTolerance = 5f, // How many degrees off target a turret can fire at. 0 - 180 firing angle.
71-
AimLeadingPrediction = Basic, // Level of turret aim prediction; Off, Basic, Accurate, Advanced
71+
AimLeadingPrediction = Accurate, // Level of turret aim prediction; Off, Basic, Accurate, Advanced
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DelayCeaseFire = 0, // Measured in game ticks (6 = 100ms, 60 = 1 second, etc..). Length of time the weapon continues firing after trigger is released.
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AddToleranceToTracking = false, // Allows turret to track to the edge of the AimingTolerance cone instead of dead centre.
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CanShootSubmerged = false, // Whether the weapon can be fired underwater when using WaterMod.
@@ -101,7 +101,7 @@ partial class Parts {
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HomeAzimuth = 0, // Default resting rotation angle
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HomeElevation = 0, // Default resting elevation
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InventorySize = 1f, // Inventory capacity in kL.
104-
IdlePower = 150f, // Constant base power draw in MW.
104+
IdlePower = 50f, // 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.
107107
Type = BlockWeapon, // What type of weapon this is; BlockWeapon, HandWeapon, Phantom
@@ -141,7 +141,7 @@ partial class Parts {
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DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat).
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ShotsInBurst = 0, // Use this if you don't want the weapon to fire an entire physical magazine in one go. Should not be more than your magazine capacity.
143143
DelayAfterBurst = 0, // How long to spend "reloading" after each burst. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..).
144-
FireFull = false, // Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely.
144+
FireFull = false, //probably should be set to true //Whether the weapon should fire the full magazine (or the full burst instead if ShotsInBurst > 0), even if the target is lost or the player stops firing prematurely.
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GiveUpAfter = false, // Whether the weapon should drop its current target and reacquire a new target after finishing its magazine or burst.
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BarrelSpinRate = 0, // Visual only, 0 disables and uses RateOfFire.
147147
DeterministicSpin = false, // Spin barrel position will always be relative to initial / starting positions (spin will not be as smooth).

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

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -44,7 +44,7 @@ partial class Parts
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AmmoMagazine = "K_GaussPrototypeBlitzCase", // SubtypeId of physical ammo magazine. Use "Energy" for weapons without physical ammo.
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AmmoRound = "Charon_Shot", // 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.
47-
EnergyCost = 0.063f, // ~600MW / Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
47+
EnergyCost = 0.0315f, // ~300MW / Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR.
4848
BaseDamage = 33000f, // Direct damage; one steel plate is worth 100.
4949
Mass = 15f, // In kilograms; how much force the impact will apply to the target.
5050
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.
@@ -116,8 +116,8 @@ partial class Parts
116116
// For the following modifier values: -1 = disabled (higher performance), 0 = no damage, 0.01f = 1% damage, 2 = 200% damage.
117117
FallOff = new FallOffDef
118118
{
119-
Distance = 2000f, // Distance at which damage begins falling off.
120-
MinMultipler = 0.5f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage.
119+
Distance = 0f, // Distance at which damage begins falling off.
120+
MinMultipler = 1f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage.
121121
},
122122
Grids = new GridSizeDef
123123
{

Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Triple.sbc

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -16,10 +16,10 @@
1616
[Shell Speed: 1000m/s | 1100m/s]
1717
[Damage Types: Energy | Kinetic]
1818

19-
Triple barreled 203mm/8 Inch used commonly by the Us navy during ww2 and into the cold war period
20-
Medium to long range artillery turret, used heavily on heavy cruisers likt eh Des Moines.
19+
Triple barreled 203mm/8 Inch used commonly by the USN during WW2 and into the cold war period.
20+
Medium to long range artillery turret, used heavily on heavy cruisers like Des Moines.
2121
</Description>
22-
<Icon>Textures\GUI\Icons\8Inch55RF.dds</Icon>
22+
<Icon>Textures\GUI\Icons\8Inch55Main.dds</Icon>
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<CubeSize>Large</CubeSize>
2424
<BlockTopology>TriangleMesh</BlockTopology>
2525
<Size x="3" y="2" z="3"/>
@@ -42,7 +42,7 @@
4242
</MountPoints>
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<MirroringY>Z</MirroringY>
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<MirroringZ>Y</MirroringZ>
45-
<BuildTimeSeconds>30</BuildTimeSeconds>
45+
<BuildTimeSeconds>180</BuildTimeSeconds>
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<BlockPairName>203mmQuad</BlockPairName>
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</Definition>
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</CubeBlocks>

Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/203Twin.sbc

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Original file line numberDiff line numberDiff line change
@@ -41,6 +41,7 @@
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</MountPoints>
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<MirroringY>Z</MirroringY>
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<MirroringZ>Y</MirroringZ>
44+
<BuildTimeSeconds>180</BuildTimeSeconds>
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<BlockPairName>203mmTwin</BlockPairName>
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</Definition>
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</CubeBlocks>

Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/508mm twin.sbc

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@@ -38,7 +38,7 @@
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<MountPoints>
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<MountPoint Side="Bottom" StartX="0" StartY="0" EndX="7" EndY="7" />
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</MountPoints>
41-
<BuildTimeSeconds>120</BuildTimeSeconds>
41+
<BuildTimeSeconds>360</BuildTimeSeconds>
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<BlockPairName>20InchTwin</BlockPairName>
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<MirroringY>Z</MirroringY>
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<MirroringZ>Y</MirroringZ>

Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/5InchQF.sbc

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Original file line numberDiff line numberDiff line change
@@ -35,6 +35,7 @@
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<Component Subtype="SteelPlate" Count="1600" />
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</Components>
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<CriticalComponent Subtype="Motor" Index="0" />
38+
<BuildTimeSeconds>150</BuildTimeSeconds>
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<MirroringY>Z</MirroringY>
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<MirroringZ>Y</MirroringZ>
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<MountPoints>

Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/BarbetteSet.sbc

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@@ -35,7 +35,7 @@
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</BuildProgressModels>
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<BlockPairName>Barbette5x5</BlockPairName>
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<EdgeType>Light</EdgeType>
38-
<BuildTimeSeconds>15</BuildTimeSeconds>
38+
<BuildTimeSeconds>420</BuildTimeSeconds>
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<EmissiveColorPreset>Default</EmissiveColorPreset>
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<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>
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<DamagedSound>ParticleHeavyMech</DamagedSound>
@@ -80,7 +80,7 @@
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<BlockPairName>Barbette3x3</BlockPairName>
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<MirroringY>X</MirroringY>
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<EdgeType>Light</EdgeType>
83-
<BuildTimeSeconds>10</BuildTimeSeconds>
83+
<BuildTimeSeconds>270</BuildTimeSeconds>
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<EmissiveColorPreset>Default</EmissiveColorPreset>
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<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>
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<DamagedSound>ParticleHeavyMech</DamagedSound>
@@ -125,7 +125,7 @@
125125
<BlockPairName>Barbette1x1</BlockPairName>
126126
<MirroringY>X</MirroringY>
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<EdgeType>Light</EdgeType>
128-
<BuildTimeSeconds>5</BuildTimeSeconds>
128+
<BuildTimeSeconds>30</BuildTimeSeconds>
129129
<EmissiveColorPreset>Default</EmissiveColorPreset>
130130
<DamageEffectName>Damage_HeavyMech_Damaged</DamageEffectName>
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<DamagedSound>ParticleHeavyMech</DamagedSound>

Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/BoforTwinMain.sbc

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@@ -28,6 +28,7 @@
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<Component Subtype="SteelPlate" Count="15" />
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</Components>
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<CriticalComponent Subtype="SteelPlate" Index="0"/>
31+
<BuildTimeSeconds>15</BuildTimeSeconds>
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<MountPoints>
3233
<MountPoint Side="Front" StartX="0.00" StartY="0.00" EndX="1.00" EndY="1.00" Enabled="false"/>
3334
<MountPoint Side="Back" StartX="0.00" StartY="0.00" EndX="1.00" EndY="1.00" Enabled="false"/>

Weapon Mods/TaitMod_Fletcher/Data/CubeBlocks/Mk25 Rangefinder.sbc

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<ModelOffset x="0" y="0" z="0"/>
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<Model>Models\Rangefinder\Mk25 Rangefinder.mwm</Model>
2222
<UseModelIntersection>true</UseModelIntersection>
23+
<BuildTimeSeconds>15</BuildTimeSeconds>
2324
<Components>
2425
<Component Subtype="SteelPlate" Count="25" />
2526
<Component Subtype="Construction" Count="20" />

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