Lots of balancing/tweaks

This commit is contained in:
Anuken
2022-05-03 14:42:11 -04:00
parent 459428ef25
commit 210481703f
10 changed files with 67 additions and 31 deletions
+8 -5
View File
@@ -3763,14 +3763,14 @@ public class Blocks{
requirements(Category.turret, with(Items.beryllium, 150, Items.silicon, 200, Items.graphite, 200, Items.tungsten, 50));
ammo(
Items.graphite, new BasicBulletType(8f, 35){{
knockback = 6f;
Items.graphite, new BasicBulletType(8f, 40){{
knockback = 4f;
width = 25f;
hitSize = 7f;
height = 20f;
shootEffect = Fx.shootBigColor;
smokeEffect = Fx.shootSmokeSquareSparse;
ammoMultiplier = 4;
ammoMultiplier = 1;
hitColor = backColor = trailColor = Color.valueOf("ea8878");
frontColor = Color.valueOf("feb380");
trailWidth = 6f;
@@ -3787,10 +3787,13 @@ public class Blocks{
coolantMultiplier = 6f;
inaccuracy = 0.2f;
velocityRnd = 0.17f;
shootShake = 1f;
ammoPerShot = 1;
ammoPerShot = 3;
maxAmmo = 50;
consumeAmmoOnce = true;
drawer = new DrawTurret("reinforced-"){{
parts.add(new RegionPart("-front"){{
progress = PartProgress.warmup;
@@ -3807,7 +3810,7 @@ public class Blocks{
reload = 30f;
recoilAmount = 2f;
restitution = 0.03f;
range = 110;
range = 125;
shootCone = 50f;
scaledHealth = 210;
rotateSpeed = 3f;
+13 -7
View File
@@ -49,7 +49,7 @@ public class UnitTypes{
//air
public static @EntityDef({Unitc.class}) UnitType flare, eclipse, horizon, zenith, antumbra,
evoke, avert, obviate;
avert, obviate;
//air, legacy
public static @EntityDef(value = {Unitc.class}, legacy = true) UnitType mono;
@@ -59,7 +59,7 @@ public class UnitTypes{
//air + payload
public static @EntityDef({Unitc.class, Payloadc.class}) UnitType mega,
incite, emanate, quell, disrupt;
evoke, incite, emanate, quell, disrupt;
//air + payload, legacy
public static @EntityDef(value = {Unitc.class, Payloadc.class}, legacy = true) UnitType quad;
@@ -986,7 +986,7 @@ public class UnitTypes{
//TODO balance
//targetAir = false;
targetFlags = new BlockFlag[]{BlockFlag.generator, null};
hitSize = 7;
hitSize = 9;
itemCapacity = 10;
weapons.add(new Weapon(){{
@@ -3485,7 +3485,7 @@ public class UnitTypes{
accel = 0.09f;
health = 600f;
armor = 3f;
hitSize = 7f;
hitSize = 11f;
engineOffset = 7f;
engineSize = 2f;
itemCapacity = 0;
@@ -3549,7 +3549,7 @@ public class UnitTypes{
speed = 2f;
rotateSpeed = 4f;
accel = 0.09f;
health = 1000f;
health = 1100f;
armor = 3f;
hitSize = 12f;
engineSize = 0;
@@ -3574,7 +3574,7 @@ public class UnitTypes{
shoot = new ShootHelix();
//TODO cooler + balancing
bullet = new BasicBulletType(5f, 30){{
bullet = new BasicBulletType(5f, 34){{
width = 7f;
height = 12f;
lifetime = 25f;
@@ -3597,7 +3597,7 @@ public class UnitTypes{
accel = 0.09f;
health = 2300f;
armor = 6f;
hitSize = 18f;
hitSize = 25f;
engineSize = 4.3f;
engineOffset = 54f / 4f;
fogRadius = 25;
@@ -3968,6 +3968,8 @@ public class UnitTypes{
armor = 1f;
hitSize = 9f;
engineSize = 0;
payloadCapacity = 2f * 2f * tilesize * tilesize;
pickupUnits = false;
fogRadius = 0f;
targetable = false;
@@ -4028,6 +4030,8 @@ public class UnitTypes{
health = 500f;
armor = 2f;
hitSize = 11f;
payloadCapacity = 2f * 2f * tilesize * tilesize;
pickupUnits = false;
fogRadius = 0f;
targetable = false;
@@ -4103,6 +4107,8 @@ public class UnitTypes{
armor = 3f;
hitSize = 12f;
buildBeamOffset = 8f;
payloadCapacity = 2f * 2f * tilesize * tilesize;
pickupUnits = false;
fogRadius = 0f;
targetable = false;