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.
},