Balance tweaks
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@@ -240,8 +240,8 @@ public class UnitTypes implements ContentList{
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fragVelocityMin = 0.4f;
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fragVelocityMin = 0.4f;
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hitEffect = Fx.blastExplosion;
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hitEffect = Fx.blastExplosion;
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splashDamage = 18f;
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splashDamage = 16f;
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splashDamageRadius = 30f;
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splashDamageRadius = 13f;
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fragBullets = 2;
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fragBullets = 2;
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fragLifeMin = 0f;
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fragLifeMin = 0f;
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@@ -257,7 +257,7 @@ public class UnitTypes implements ContentList{
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lifetime = 20f;
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lifetime = 20f;
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hitEffect = Fx.flakExplosion;
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hitEffect = Fx.flakExplosion;
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splashDamage = 15f;
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splashDamage = 15f;
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splashDamageRadius = 15f;
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splashDamageRadius = 10f;
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}};
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}};
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}};
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}};
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}}
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}}
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@@ -769,7 +769,7 @@ public class UnitTypes implements ContentList{
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width = height = 19f;
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width = height = 19f;
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collidesTiles = true;
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collidesTiles = true;
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ammoMultiplier = 4f;
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ammoMultiplier = 4f;
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splashDamageRadius = 80f;
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splashDamageRadius = 70f;
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splashDamage = 65f;
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splashDamage = 65f;
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backColor = Pal.sapBulletBack;
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backColor = Pal.sapBulletBack;
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frontColor = lightningColor = Pal.sapBullet;
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frontColor = lightningColor = Pal.sapBullet;
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@@ -379,7 +379,7 @@ public class Damage{
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//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
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//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
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//this needs to be compensated
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//this needs to be compensated
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if(in != null && in.team != team && in.block.size > 1 && in.health > damage){
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if(in != null && in.team != team && in.block.size > 1 && in.health > damage){
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//deal the damage of an entire side + 1, to be equivalent with maximum 'standard' damage
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//deal the damage of an entire side, to be equivalent with maximum 'standard' damage
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in.damage(damage * Math.min((in.block.size), baseRadius * 0.45f));
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in.damage(damage * Math.min((in.block.size), baseRadius * 0.45f));
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//no need to continue with the explosion
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//no need to continue with the explosion
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return;
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return;
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