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