fire delay mods
mod - electrostatic shots: 33 increased damage and 33% increased delay after firing mod - time-like world line now also gives 33% reduced delay after firing (even when the field isn't active) mod auto-loading heuristics now gives 20% reduced delay after firing (up from 15%)
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@@ -1340,7 +1340,7 @@ const mech = {
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y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
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},
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mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2),
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-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * mod.fireRate,
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-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * b.fireCD,
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1, mod.babyMissiles)
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} else if (mod.isIceField) {
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// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
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@@ -1747,7 +1747,7 @@ const mech = {
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// mech.draw();
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mech.walk_cycle += mech.flipLegs * mech.Vx;
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// mech.hold();
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mech.energy += 0.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half
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mech.energy += DRAIN; // 1 to undo the energy drain from time speed up, 0.5 to cut energy drain in half
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b.fire();
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// b.bulletRemove();
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b.bulletDo();
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