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Original file line number Diff line number Diff line change
Expand Up @@ -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.
},
Expand Down Expand Up @@ -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
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Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down