diff --git a/Weapon Mods/REEECore/Data/ERPPC_Audio.sbc b/Weapon Mods/REEECore/Data/ERPPC_Audio.sbc index 692107da3..1e521325a 100644 --- a/Weapon Mods/REEECore/Data/ERPPC_Audio.sbc +++ b/Weapon Mods/REEECore/Data/ERPPC_Audio.sbc @@ -205,16 +205,16 @@ ERPPCImpact WEP_EXPL - 5000 + 4000 - - - + + + 1 HeavyFight 3 - 1.5 + 1 false 10 @@ -230,11 +230,11 @@ ERPPCImpactDist1 WEP_EXPL - 5000 + 4000 10 HeavyFight 3 - 2 + 1 false 50 @@ -249,11 +249,11 @@ ERPPCImpactDist2 WEP_EXPL - 5000 + 4000 10 HeavyFight 3 - 2 + 1 false 50 @@ -268,11 +268,11 @@ ERPPCImpactDist3 WEP_EXPL - 5000 + 4000 10 HeavyFight 3 - 1.5 + 1 false 50 diff --git a/Weapon Mods/REEECore/Data/Scripts/CoreParts/ERPPC.cs b/Weapon Mods/REEECore/Data/Scripts/CoreParts/ERPPC.cs index 07c589d84..648c2cc4e 100644 --- a/Weapon Mods/REEECore/Data/Scripts/CoreParts/ERPPC.cs +++ b/Weapon Mods/REEECore/Data/Scripts/CoreParts/ERPPC.cs @@ -49,7 +49,7 @@ partial class Parts { LockedSmartOnly = false, // Only fire at smart projectiles that are locked on to parent grid. MinimumDiameter = 0, // Minimum radius of threat to engage. MaximumDiameter = 0, // Maximum radius of threat to engage; 0 = unlimited. - MaxTargetDistance = 8000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited. + MaxTargetDistance = 7000, // Maximum distance at which targets will be automatically shot at; 0 = unlimited. MinTargetDistance = 0, // Minimum distance at which targets will be automatically shot at. TopTargets = 4, // Maximum number of targets to randomize between; 0 = unlimited. TopBlocks = 8, // Maximum number of blocks to randomize between; 0 = unlimited. @@ -151,12 +151,12 @@ 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 = 480, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). + ReloadTime = 240, // Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). MagsToLoad = 1, // Number of physical magazines to consume on reload. DelayUntilFire = 0, // How long the weapon waits before shooting after being told to fire. Measured in game ticks (6 = 100ms, 60 = 1 seconds, etc..). - HeatPerShot = 30, // Heat generated per shot. - MaxHeat = 50, // Max heat before weapon enters cooldown (70% of max heat). - Cooldown = 0f, // Percentage of max heat to be under to start firing again after overheat; accepts 0 - 0.95 + HeatPerShot = 50, // Heat generated per shot. + MaxHeat = 90, // Max heat before weapon enters cooldown (70% of max heat). + Cooldown = 10f, // Percentage of max heat to be under to start firing again after overheat; accepts 0 - 0.95 HeatSinkRate = 5, // Amount of heat lost per second. DegradeRof = false, // Progressively lower rate of fire when over 80% heat threshold (80% of max heat). ShotsInBurst = 1, // 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. diff --git a/Weapon Mods/REEECore/Data/Scripts/CoreParts/ERPPC_ammo.cs b/Weapon Mods/REEECore/Data/Scripts/CoreParts/ERPPC_ammo.cs index 6b1ae7a09..83de45c6d 100644 --- a/Weapon Mods/REEECore/Data/Scripts/CoreParts/ERPPC_ammo.cs +++ b/Weapon Mods/REEECore/Data/Scripts/CoreParts/ERPPC_ammo.cs @@ -34,7 +34,7 @@ partial class Parts AmmoMagazine = "ERPPCAmmo", // SubtypeId of physical ammo magazine. Use "Energy" for weapons without physical ammo. AmmoRound = "ERPPC Main", // Name of ammo in terminal, should be different for each ammo type used by the same weapon. HybridRound = true, // Use both a physical ammo magazine and energy per shot. - EnergyCost = 2f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. + EnergyCost = 1.44f, // Scaler for energy per shot (EnergyCost * BaseDamage * (RateOfFire / 3600) * BarrelsPerShot * TrajectilesPerBarrel). Uses EffectStrength instead of BaseDamage if EWAR. BaseDamage = 5000f, // Direct damage; one steel plate is worth 100. Mass = 50f, // In kilograms; how much force the impact will apply to the target. 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. @@ -105,7 +105,7 @@ partial class Parts // For the following modifier values: -1 = disabled (higher performance), 0 = no damage, 0.01f = 1% damage, 2 = 200% damage. FallOff = new FallOffDef { - Distance = 3000f, // Distance at which damage begins falling off. + Distance = 4000f, // Distance at which damage begins falling off. MinMultipler = 0.6f, // Value from 0.0001f to 1f where 0.1f would be a min damage of 10% of base damage. }, Grids = new GridSizeDef @@ -118,7 +118,7 @@ partial class Parts Armor = -1f, // Multiplier for damage against all armor. This is multiplied with the specific armor type multiplier (light, heavy). Light = -1f, // Multiplier for damage against light armor. Heavy = -1f, // Multiplier for damage against heavy armor. - NonArmor = 0.75f, // Multiplier for damage against every else. + NonArmor = -1f, // Multiplier for damage against every else. }, Shields = new ShieldDef { @@ -173,7 +173,7 @@ partial class Parts Enable = true, Radius = 9f, // Radius of AOE effect, in meters. Damage = 30000f, - Depth = 3f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value + Depth = 4f, // Max depth of AOE effect, in meters. 0=disabled, and AOE effect will reach to a depth of the radius value MaxAbsorb = 0f, // Soft cutoff for damage, except for pooled falloff. If pooled falloff, limits max damage per block. Falloff = Linear, //.NoFalloff applies the same damage to all blocks in radius //.Linear drops evenly by distance from center out to max radius @@ -186,7 +186,7 @@ partial class Parts MinArmingTime = 0, // In ticks, before the Ammo is allowed to explode, detonate or similar; This affects shrapnel spawning. NoVisuals = false, NoSound = false, - ParticleScale = 0.33f, + ParticleScale = 0.3f, CustomParticle = "Starcore_PPC_WarpField", // Particle SubtypeID, from your Particle SBC CustomSound = "ERPPCImpact", // SubtypeID from your Audio SBC, not a filename Shape = Diamond, // Round or Diamond shape. Diamond is more performance friendly. @@ -204,7 +204,7 @@ partial class Parts //FieldTime = 0, // 0 is disabled, a value causes the projectile to come to rest, spawn a field and remain for a time (Measured in game ticks, 60 = 1 second) GravityMultiplier = 1f, // Gravity multiplier, influences the trajectory of the projectile, value greater than 0 to enable. Natural Gravity Only. SpeedVariance = Random(start: 0, end: 0), // subtracts value from DesiredSpeed. Be warned, you can make your projectile go backwards. - RangeVariance = Random(start: 0, end: 0), // subtracts value from MaxTrajectory + RangeVariance = Random(start: 800, end: 900), //hehehe //subtracts value from MaxTrajectory MaxTrajectoryTime = 0, // How long the weapon must fire before it reaches MaxTrajectory. },