missile rework

fixed some math on laser tech: diffraction grating and slow light propagation
  they were giving too much damage

flechettes are slightly improved in: ammo, damage, fire rate

tech - MIRV can now stack up to 9 bonus missiles
removed tech - recursive missiles
tech: cruise missile - 50% larger size, but travels 50% slower
tech: missileBot - requires gun: missiles
This commit is contained in:
landgreen
2020-12-29 18:56:16 -08:00
parent 0d70e3918d
commit 9f019b9988
10 changed files with 334 additions and 217 deletions

View File

@@ -1507,7 +1507,7 @@ const mech = {
}
} else if (tech.isMissileField) {
mech.energy -= 0.55;
b.missile({ x: mech.pos.x, y: mech.pos.y - 40 }, -Math.PI / 2, 0, 1, tech.recursiveMissiles)
b.missile({ x: mech.pos.x, y: mech.pos.y - 40 }, -Math.PI / 2, 0, 1)
} else if (tech.isIceField) {
mech.energy -= 0.057;
b.iceIX(1)
@@ -1540,13 +1540,13 @@ const mech = {
},
{
name: "negative mass field",
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp;<strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>40%</strong><br><strong>blocks</strong> held by the field have a lower <strong>mass</strong>",
description: "use <strong class='color-f'>energy</strong> to nullify &nbsp;<strong style='letter-spacing: 7px;'>gravity</strong><br>reduce <strong class='color-harm'>harm</strong> by <strong>45%</strong><br><strong>blocks</strong> held by the field have a lower <strong>mass</strong>",
fieldDrawRadius: 0,
effect: () => {
mech.fieldFire = true;
mech.holdingMassScale = 0.03; //can hold heavier blocks with lower cost to jumping
mech.fieldMeterColor = "#000"
mech.fieldHarmReduction = 0.6;
mech.fieldHarmReduction = 0.55;
mech.fieldDrawRadius = 0;
mech.hold = function() {