Commit 3c55cc89 authored by Wealthysoup's avatar Wealthysoup

Some balance changes to 50 cal vehicle machineguns:

.50cal medium:

Spread: 0.010 -> 0.013
Bullets per clip: 75 -> 70
Reload time: 8 -> 7.5

.50 cal heavy:

Spread: 0.010 -> 0.013
Bullets per clip: 125 -> 120
Reload time: 10 -> 9.6


Net effect: Less of a laser (still very accurate). Bullets per clip and reload time counteract each other. Should give groups of infantry a slightly better chance of finding cover when under attack whilst maintaining the lethality against individuals/smaller groups. Probably needs more spread in future but lets try this for now.

git-svn-id: http://raegquit.com/EmpSVN/sourcemod_dir/scripts@1973 13fbe4df-2105-9841-9ca5-cf0fe397b598
parent fe3afc6b
......@@ -155,11 +155,11 @@ Vehicle_Weapons
"Heat" "0.8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
"Weight" "70" //weight in terms of effects on engine and weight restrictions for chassis
"Cycle Time" "0.06" //time between shots
"Clip Size" "75" //ammo loaded per reloads
"Clip Size" "70" //ammo loaded per reloads
"Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
"Unlimited Ammo" "0"
"Reload Time" "8.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
"Projectile Spread" "0.01" //only applicable to machine guns at the moment
"Reload Time" "7.5" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
"Projectile Spread" "0.013" //only applicable to machine guns at the moment
"Heat to Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
"Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
"Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
......@@ -209,11 +209,11 @@ Vehicle_Weapons
"Heat" "0.8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
"Weight" "90" //weight in terms of effects on engine and weight restrictions for chassis
"Cycle Time" "0.06" //time between shots
"Clip Size" "125" //ammo loaded per reloads
"Clip Size" "120" //ammo loaded per reloads
"Total Ammo Clips" "3" //max ammo clips carried (0 is the same as not using clips)
"Unlimited Ammo" "0"
"Reload Time" "10.0" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
"Projectile Spread" "0.01" //only applicable to machine guns at the moment
"Reload Time" "9.6" //time to load one clip, if total ammo clips is '0', time to reload one unit of ammo (as one unit of ammo is reloaded per time and not a full clip)
"Projectile Spread" "0.013" //only applicable to machine guns at the moment
"Heat to Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
"Inertia" "1" //only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
"Explosion Radius" "0" //radius of damage sphere to hurt surrounding entities
......
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