From f409dbe3787881f4216548dad6949445e6b08d86 Mon Sep 17 00:00:00 2001
From: BadM0dder <109397107+BadM0dder@users.noreply.github.com>
Date: Tue, 1 Apr 2025 12:49:11 -0400
Subject: [PATCH] MWO Clanner ERPPC
Used dakka dossier to give me numbers to make it feel good to use and hopefully not be overcooked.
Some minor changes overall but basically reload halved to be same as MWO reloads. :)
Also made it quieter and particle slightly smaller.
---
Weapon Mods/REEECore/Data/ERPPC_Audio.sbc | 22 +++++++++----------
.../REEECore/Data/Scripts/CoreParts/ERPPC.cs | 10 ++++-----
.../Data/Scripts/CoreParts/ERPPC_ammo.cs | 12 +++++-----
3 files changed, 22 insertions(+), 22 deletions(-)
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.
},