- 24 Sep, 2022 1 commit
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Smithy authored
More reasonable values for concussion grenades. Tested the previous values and they were too strong after the previous change.
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- 18 Sep, 2022 2 commits
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Smithy authored
Increase concussion radius to match the old turret disable radius, change falloff to match the current damage radius. Small buff to damage capability, really this change goes along with code changes for concussion disable ability.
- 04 Sep, 2022 2 commits
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Smithy authored
* All Engines ** Gas Turbine *** Heat Dissipation increased by 1 *** Heat Output At Max decreased by 1 ** Bio Diesel *** Heat Dissipation increased by 0.5 ** Fission Reactor *** Heat dissipation increased by 0.5 *** Heat Output At Max decreased by 1
- 25 Jun, 2022 1 commit
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- 24 Jun, 2022 2 commits
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Neoony authored
* Plasma Cannon ** Increased Projectile Speed from 3100 to 3300 ** Reduced Gravity from 0.35 to 0.30 ** Reduced Projectile Spread from 1 to 0.4 * Railgun ** Increased Cost from 120 to 140 * Biological Cannon ** Increased Damage from 70 to 80 ** Increased Recoil from 70 to 80 ** Increased Speed from 3000 to 3100 ** Reduced Gravity from 0.35 to 0.325 ** Increased Explosion Radius from 150 to 200 ** Increased Infantry Bio Damage from 4 to 6
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Neoony authored
* Scout ** Increased RPG Resist from 0 to 0.19 *** Reduces Mortar Damage from 117 to 105 * Rifleman ** Increased RPG Resist from 0 to 0.1 *** Reduces Mortar Damage from 130 to 117 * Grenadier ** Increased RPG Resist from 0.2 to 0.28 *** Reduces Mortar Damage from 104 to 93 * Engineer ** Increased RPG Resist from 0 to 0.1 *** Reduces Mortar Damage from 130 to 117
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- 01 May, 2022 5 commits
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Neoony authored
* Mortar & RPG now share the same ammo ** It effectively reduces the amount of ammo Grenadiers carry by half * Mortar ** Reduced Speed from 2000 to 1800 * Northern Faction .50cal Rifle ** Increased Minimal Damage from 20 to 30 *** It ensures that it takes 4 shots to kill an enemy on distances shorter than ~6000 units
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Neoony authored
* Extended Range Cannon ** Increased Gravity from 0.1 to 0.15 * Plasma Cannon ** Increased Explosion Force from 100 to 500 * Railgun ** Increased Gravity from 0.04 to 0.05 ** Increased Explosion Force from 50 to 1000 * Biological Cannon ** Increased Explosion Force from 170 to 300 * Upgraded Missile Launcher ** Reduced Heat from 6.5 to 6 ** Reduced Weight from 70 to 60 ** Increased Explosion Force from 50 to 100 * Biological Missile Launcher ** Reduced Weight from 70 to 60 * Salvo Missile Launcher ** Reduced Weight from 60 to 55 ** Increased Explosion Force from 20 to 50 * Guided Missile Launcher ** Reduced Heat from 9 to 8 ** Reduced Weight from 70 to 60 ** Increased Clip Size from 4 to 5 ** Increased Explosion Force from 40 to 100 * Homing Missile Launcher ** Increased Explosion Force from 40 to 500
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Neoony authored
* Reduced Engineer Hull Repair from 3 to 1 ** It triples the time it takes to repair the Command Vehicle's Hull * Reduced Engineer Armor Repair from 0.04 to 0.01 ** It Quadruples the time it takes to repair the Command Vehicle's Armor * Reduced Command Vehicle's Armor Health from 275 to 250 * Reduced Command Vehicle's Armor Regenaration from 0.004 to 0.002 * Increased Command Vehicle's Armor Damage to Heat Absorbed from 0.025 to 0.04 ==== Vehicle Armors ==== * All Armors ** Increased Squad Artillery Resistance from 0 to 0.25
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Neoony authored
* Engineer & Rifleman ** Increased Mortar Resist from 0 to 0.1 *** Reduces Mortar Damage from 130 to 117 * Scout ** Increased Mortar Resist from 0.1 to 0.19 *** Reduces Mortar Damage from 117 to 105 * Grenadier ** Increased Mortar Resist from 0.2 to 0.28 *** Reduces Mortar Damage from 104 to 93
- 02 Apr, 2022 3 commits
- 26 Feb, 2022 4 commits
- 28 Jan, 2022 2 commits
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Smithy authored
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Smithy authored
* Reduced Explosive Missile Resistance (Nuclear Warhead) for all classes ** Grenadier with Health Upgrade can no longer survive a direct nuclear missile hit * Reduced Artillery resistance for all classes ** Grenadier with Health Upgrade can no longer survive a direct high-explosive artillery shell hit. ==== Research ==== * Plasma Heavy Machine Gun ** Reduced Time from 90 to 60 ** Reduced Cost from 360 to 240
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- 23 Jan, 2022 1 commit
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Smithy authored
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- 16 Jan, 2022 5 commits
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Smithy authored
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Smithy authored
* Reduced the Heat to Damage Absorbed on the Command Vehicle's armor by half. * Increased Max Speed from 25 to 30 mph.
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Smithy authored
Reverted stickies to original damage and split explosive and stun sticky grenade damage types into two separate resist types. Vehicles (non CV) get nearly double damage as per code removal to keep original behavior.
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- 14 Jan, 2022 3 commits
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Smithy authored
Set damage and radius for mines. (150 damage & 400 radius - this is simply to move hardcoded values to the scripts and remove the variable damage from vehicles triggering mines.)
- 09 Jan, 2022 4 commits
- 08 Jan, 2022 2 commits
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Smithy authored
Update buildings.txt and infantry_resists.txt in order to maintain current damage values after recent code changes to remove variable damage values based on detonation trigger. (150 standard damage and 300 damage if triggered by vehicles) The reason for these changes is so that all entities in explosion radius receive the expected damage value. Mines triggered by vehicles would cause all entities inside the radius to have double damage; this change removes that weird behaviour.
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Smithy authored
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- 07 Jan, 2022 3 commits
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Smithy authored
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Smithy authored
Increase sticky base damage to 300 as per a removal of a hardcoded damage value. In code, stickies applied to vehicles increased the damage from the scripted value to a hardcoded 300. Future commits will fix the resistances in order to keep the damage values vs entities the same whilst correcting unintended behaviour.