diff --git a/data/scripts/lib/turretgenerator.lua b/data/scripts/lib/turretgenerator.lua index e70277e..3c5cf95 100644 --- a/data/scripts/lib/turretgenerator.lua +++ b/data/scripts/lib/turretgenerator.lua @@ -1,10 +1,10 @@ scales[WeaponType.AutoCannon] = { - {from = 0, to = 28, size = 1.5, usedSlots = 2}, + {from = 0, to = 28, size = 1.0, usedSlots = 2}, {from = 29, to = 38, size = 2.0, usedSlots = 3}, {from = 39, to = 49, size = 3.0, usedSlots = 4}, --dummy for cooaxial, add 1 to size and level - {from = 50, to = 52, size = 3.5, usedSlots = 5}, + {from = 50, to = 52, size = 4.0, usedSlots = 5}, } scales[WeaponType.HeavyCannon] = { @@ -12,7 +12,7 @@ scales[WeaponType.HeavyCannon] = { {from = 29, to = 38, size = 4.0, usedSlots = 5}, {from = 39, to = 49, size = 5.0, usedSlots = 6}, --dummy for cooaxial, add 1 to size and level - {from = 50, to = 52, size = 5.5, usedSlots = 6}, + {from = 50, to = 52, size = 5, usedSlots = 6}, } scales[WeaponType.Diffuser] = { @@ -25,9 +25,10 @@ scales[WeaponType.Diffuser] = { if GameVersion() >= Version(0, 31, 0) then possibleSpecialties[WeaponType.AutoCannon] = { {specialty = Specialty.HighDamage, probability = 0.2}, - {specialty = Specialty.HighRange, probability = 0.3}, - {specialty = Specialty.HighRange, probability = 0.35}, - {specialty = Specialty.HighFireRate, probability = 0.5}, + {specialty = Specialty.HighFireRate, probability = 0.3}, + {specialty = Specialty.HighRange, probability = 0.7}, + -- {specialty = Specialty.HighHullDamage, probability = 0.5}, + -- {specialty = Specialty.LessCoolingTime, probability = 0.4}, } else possibleSpecialties[WeaponType.AutoCannon] = { @@ -35,9 +36,7 @@ else Specialty.HighFireRate, Specialty.HighRange, Specialty.HighHullDamage, - Specialty.HighShieldDamage, Specialty.LessCoolingTime, - Specialty.BurstFire, } end @@ -45,8 +44,10 @@ if GameVersion() >= Version(0, 31, 0) then possibleSpecialties[WeaponType.HeavyCannon] = { {specialty = Specialty.HighDamage, probability = 0.2}, {specialty = Specialty.HighRange, probability = 0.35}, - {specialty = Specialty.HighFireRate, probability = 0.5}, - {specialty = Specialty.BurstFire, probability = 0.2}, + {specialty = Specialty.HighFireRate, probability = 0.3}, + -- {specialty = Specialty.HighHullDamage, probability = 0.2}, + -- {specialty = Specialty.HighShieldDamage, probability = 0.2}, + -- {specialty = Specialty.LessCoolingTime, probability = 0.2} } else possibleSpecialties[WeaponType.HeavyCannon] = { @@ -56,22 +57,19 @@ else Specialty.HighHullDamage, Specialty.HighShieldDamage, Specialty.LessCoolingTime, - Specialty.BurstFire, } end if GameVersion() >= Version(0, 31, 0) then possibleSpecialties[WeaponType.Diffuser] = { - {specialty = Specialty.HighDamage, probability = 0.2}, + {specialty = Specialty.HighDamage, probability = 0.3}, {specialty = Specialty.HighRange, probability = 0.3}, - {specialty = Specialty.HighRange, probability = 0.35}, - {specialty = Specialty.HighFireRate, probability = 0.5}, + -- {specialty = Specialty.FasterRechargeTime, probability = 0.6}, } else possibleSpecialties[WeaponType.Diffuser] = { Specialty.HighDamage, Specialty.HighRange, - Specialty.SlightlyHigherHullDamage, Specialty.FasterRechargeTime, } end diff --git a/data/scripts/lib/weapongenerator.lua b/data/scripts/lib/weapongenerator.lua index d2682eb..2091468 100644 --- a/data/scripts/lib/weapongenerator.lua +++ b/data/scripts/lib/weapongenerator.lua @@ -94,7 +94,7 @@ function WeaponGenerator.generateDiffuser(rand, dps, tech, material, rarity) local weapon = Weapon() weapon:setBeam() - local fireDelay = rand:getFloat(1, 2.5)*1.5 + local fireDelay = rand:getFloat(1, 2.5)*0.5 local reach = rand:getFloat(950, 1400) local damage = dps * fireDelay