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