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Firepower displays, QoL changes and simple weapons

#1
Firepower
  • Simple lasers and cannons show their firepower stats and ammo use in their tooltips
  • Particle cannons show their firepower in their tooltip
  • The total firepower and the firepower breakdown in the V menu now includes simple weapons and particle cannon

Short range laser combiner
  • SRLC minimum range increased from 50 to 100, max is still 300
  • SRLC does 200% total damage at max focus, 400% at min
  • SRLC only has 75% AP at max focus, 50% at min
  • SRLC inaccuracy is 1° at max focus, 2° at min
Short range combiners still pack a huge punch, but can be mitigated a bit better.
Also makes smoke/laser shields better with mid-AP blocks(metal, standard cannon barrels, ...).
Inaccuracy doesn't matter that much for offensive use but makes sure SRLC doesn't murder all the missiles ever.

Particle cannons
  • Explosive shock now uses the same damage scaling as missiles and APS
  • Explosive shock now uses the same radius scaling as missiles and APS: RADIUS = DAMAGE^0.3
  • Explosive shock base damage is 50% of impact/piercing, instead of 100%
Explosive with the 5m radius was bad/highly situational despite the huge base damage.
Quick fix with the firepower display.

APS kinetic
  • Kinetic damage gets a boost at lower diameters: KD_MULTIPLIER = (500/DIAMETER)^0.25
  • Kinetic base AP increased by 20%
  • Heavy head AP goes from ~30 to ~36 with 5GP/2 solids
  • AP head AP modifier down from 1.8 to 1.65, AP goes from ~60 to ~65
  • Sabot head AP modifier down from 3 to 2.5 (AP unchanged), kinetic modifier from 0.75 to 0.85
  • Hollow point head AP modifier from 0.5 to 0.45
AP head was the best for most of the common use cases, closing the gap for heavy and sabot a bit. Power slightly increased across the board.
Low cal gets a HE-like boost to account for not penetrations making it weaker with kinetic.

The diameter scaling boost is temporary!
It makes ~100-150mm shells relatively weak compared to <50mm, especially with HP head.
Just a quick change to make small kinetic feel better in the meantime.

Lasers
  • Combiner and short range combiner got a slider: only fire if cavities are at least X% charged
  • LAMS node tooltip displays warnings if the laser has storage for less than 10/15 seconds of pumping
  • Combiners now display on their tooltip if they are waiting for burst charge, or if total cavity energy is stopping them from firing
It's easier to add standard combiners to a LAMS/SRLC system, so laser pumps aren't idling when cavities is full.

Missiles
  • Missile HE explosions now always originate 1m behind the nose

APS clip explosions
  • Explosive warheads used for HEAT/HESH now contribute to HE damage, as they should
  • Gunpowder casing damage for clip explosions halved (7.5 gunpowders are the same as 1 HE)

Detection
  • Visible, radar and sonar detection range is reduced to 30% for subconstructs

Fixes
  • Simple laser damage/AP fixed, instead of 400 DPS with 35 AP they have 1000/8 as shown in their tooltip
  • Fixed short range laser combiner multiplying damage every time the beam kills a block



.50 AA cannon
  • Health from 350 to 500
  • Armor from 15 to 20
  • Damage from 30 to 100
  • AP from 4 to 10
  • Inaccuracy from 2.5 to 1°
  • Ammo cost from 10 to 15
  • Cost from 10 to 200

20mm AA cannon
  • Health from 650 to 2500
  • Armor from 15 to 25
  • Damage from 150 to 200
  • Magazine reload time from 2.2 to 6s
  • Cost from 80 to 1000

30mm assault cannon
  • Health from 840 to 800
  • Armor from 10 to 20
  • Damage from 220 to 250
  • Ammo use from 50 to 25
  • Cost from 60 to 100

60mm autocannon
  • Health from 840 to 800
  • Armor from 10 to 20
  • Ammo use from 30 to 10
  • Cost from 60 to 100

Rokkits gun
  • Armor from 10 to 15
  • AP from 20 to 10
  • Inaccuracy from 18 to 7.5°
  • Ammo use from 500 to 1000
  • Cost from 125 to 500

60mm grenade launcher
  • Armor from 20 to 25
  • Max shell length from 0.5 to 0.3m
  • Time between shots from 0.8 to 2s
  • Magazine reload time from 30 to 60s
  • Cost from 100 to 250

40mm twin AA gun
  • Health from 1200 to 3000
  • Armor from 15 to 30
  • Damage from 150 to 300
  • Ammo use from 200 to 80
  • Explosive damage from 200 to ~157, radius from 0.5 to 4.6m
  • Magazine reload from 3.5 to 9s
  • Cost from 125 to 1000
  • Weight from 150 to 200

40mm quad AA gun
  • Health from 1500 to 3500
  • Armor from 15 to 30
  • Damage from 150 to 300
  • Ammo use from 400 to 160
  • Explosive damage from 200 to ~157, radius from 0.5 to 4.6m
  • Magazine reload from 3.2 to 13s
  • Cost from 275 to 1500
  • Weight from 200 to 300

40mm octuple AA gun
  • Health from 1700 to 3500
  • Armor from 15 to 25
  • Damage from 150 to 300
  • Ammo use from 1500 to 1000
  • Explosive damage from 200 to ~157, radius from 0.5 to 4.6m
  • Magazine reload from 12 to 30s
  • Magazine capacity from 1120 to 200
  • Cost from 575 to 4000
  • Weight from 260 to 350

3.7 gun
  • Health from 1200 to 3000
  • Armor from 15 to 25
  • 1.5x damage multiplier removed
  • Fixed firerate changed, uses 15% of the last shell's reload time instead
  • Cost from 150 to 2000

3.7 gun with shield
  • Health from 1600 to 3500
  • Armor from 15 to 30
  • 1.5x damage multiplier removed
  • Fixed firerate changed, uses 15% of the last shell's reload time instead
  • Weight from 220 to 300
  • Cost from 175 to 2500

130mm casemate
  • Health from 1600 to 4500
  • Armor from 20 to 30
  • 2x damage multiplier removed
  • Fixed firerate changed, uses 20% of the last shell's reload time instead
  • Cost from 275 to 2500

150mm casemate
  • Health from 1600 to 6000
  • Armor from 20 to 30
  • 2x damage multiplier removed
  • Fixed firerate changed, uses 30% of the last shell's reload time instead
  • Cost from 350 to 3500

16 pdr cannon
  • Ammo use from 10 to 5
  • Cost from 30 to 100

32 pdr cannon
  • Ammo use from 30 to 15
  • Cost from 100 to 150

64 pdr cannon
  • Ammo use from 75 to 30
  • Cost from 60 to 250

Simple laser
  • Cost from 100 to 150
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Firepower displays, QoL changes and simple weapons - by draba - 2019-11-12, 03:23 AM

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