More Balance
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@@ -114,7 +114,8 @@ function TurretGenerator.generateHeavyCannonTurret(rand, dps, tech, material, ra
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-- generate turret
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local requiredCrew = TurretGenerator.dpsToRequiredCrew(dps)
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local crew = Crew()
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crew:add(requiredCrew, CrewMan(CrewProfessionType.Gunner))
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crew:add(requiredCrew*2, CrewMan(CrewProfessionType.Gunner))
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crew:add(requiredCrew, CrewMan(CrewProfessionType.Repair))
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result.crew = crew
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-- generate weapons
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@@ -7,8 +7,8 @@ function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
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local fireDelay = rand:getFloat(1.5, 2.5)*0.5
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local reach = rand:getFloat(1100, 1500)*0.7
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local damage = dps * fireDelay
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local speed = rand:getFloat(300, 400)*1.5
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local existingTime = (reach / speed)*1.1
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local speed = rand:getFloat(300, 400)*2
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local existingTime = (reach / speed)*1.2
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weapon.fireDelay = fireDelay
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weapon.reach = reach
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@@ -50,10 +50,10 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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weapon:setProjectile()
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dps = dps * 1.85
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local fireDelay = rand:getFloat(1.5, 2.5)*1.8
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local reach = rand:getFloat(1100, 1500)*0.5
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local fireDelay = rand:getFloat(1.5, 2.0)*1.7
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local reach = rand:getFloat(1100, 1500)*1.2
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local damage = dps * fireDelay
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local speed = rand:getFloat(600, 1000)
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local speed = rand:getFloat(600, 1000)*1.4
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local existingTime = (reach / speed)*1.1
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weapon.fireDelay = fireDelay
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@@ -61,10 +61,9 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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weapon.appearanceSeed = rand:getInt()
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weapon.appearance = WeaponAppearance.Bolter
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weapon.name = "Heavy Cannon /* Weapon Name*/"%_t
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weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/heavycannon.png"
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weapon.sound = "cannon"
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weapon.accuracy = 0.89 - rand:getFloat(0, 0.03)
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weapon.accuracy = 0.95 - rand:getFloat(0, 0.02)
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weapon.damage = damage
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weapon.damageType = DamageType.Physical
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@@ -73,11 +72,21 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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weapon.impactExplosion = true
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weapon.otherForce = dps*math.max(1, rarity.value)*89*5
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weapon.psize = rand:getFloat(0.2, 0.5)
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weapon.pmaximumTime = existingTime
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weapon.pvelocity = speed
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weapon.pcolor = ColorHSV(rand:getFloat(10, 60), 0.7, 1)
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local Pen = rand:getInt(0, rarity.value)
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if Pen > 0 then
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weapon.blockPenetration = Pen
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weapon.prefix = "Cumulative Heavy Cannon /* Weapon Prefix*/"%_T
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else
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weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_T
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end
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WeaponGenerator.adaptWeapon(rand, weapon, tech, material, rarity)
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-- these have to be assigned after the weapon was adjusted since the damage might be changed
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