diff --git a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/TypeCannons/Standard_Type_HE_Ammo.cs b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/TypeCannons/Standard_Type_HE_Ammo.cs index 28f74ded6..040a54e83 100644 --- a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/TypeCannons/Standard_Type_HE_Ammo.cs +++ b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/TypeCannons/Standard_Type_HE_Ammo.cs @@ -127,13 +127,13 @@ partial class Parts Armor = new ArmorDef { Armor = -1f, // Multiplier for damage against all armor. This is multiplied with the specific armor type multiplier (light, heavy). - Light = 0.7f, // Multiplier for damage against light armor. + Light = -1f, // Multiplier for damage against light armor. Heavy = -1f, // Multiplier for damage against heavy armor. - NonArmor = 0.30f, // Multiplier for damage against every else. + NonArmor = 0.4f, // Multiplier for damage against every else. }, Shields = new ShieldDef { - Modifier = 2.1f, // Multiplier for damage against shields. + Modifier = 2.5f, // Multiplier for damage against shields. Type = Default, // Damage vs healing against shields; Default, Heal BypassModifier = -1.25f, // If greater than zero, the percentage of damage that will penetrate the shield. }, @@ -184,7 +184,7 @@ partial class Parts { Enable = true, Radius = 11.25f, // Meters - Damage = 10000f, + Damage = 12500f, Depth = 3.1f, MaxAbsorb = 0f, Falloff = Curve, //.NoFalloff applies the same damage to all blocks in radius diff --git a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/TypeCannons/Type18 Heavy Turret.cs b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/TypeCannons/Type18 Heavy Turret.cs index 896921a11..b61a304c5 100644 --- a/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/TypeCannons/Type18 Heavy Turret.cs +++ b/Weapon Mods/TIOStarcore/Data/Scripts/CoreParts/TypeCannons/Type18 Heavy Turret.cs @@ -125,7 +125,7 @@ partial class Parts { BarrelsPerShot = 1, // How many muzzles will fire a projectile per fire event. TrajectilesPerBarrel = 1, // Number of projectiles per muzzle per fire event. SkipBarrels = 0, // Number of muzzles to skip after each fire event. - ReloadTime = 1200, //20 seconds //Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + ReloadTime = 360, //20 seconds //Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). MagsToLoad = 8, // Number of physical magazines to consume on reload. DelayUntilFire = 45, // How long the weapon waits before shooting after being told to fire. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). HeatPerShot = 10, // Heat generated per shot.