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%)
This commit is contained in:
landgreen
2020-05-31 16:20:24 -07:00
parent e14a56f362
commit a18126492f
5 changed files with 59 additions and 35 deletions

View File

@@ -1340,7 +1340,7 @@ const mech = {
y: mech.pos.y + 40 * Math.sin(mech.angle) - 3
},
mech.angle + (0.5 - Math.random()) * (mech.crouch ? 0 : 0.2),
-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * mod.fireRate,
-3 * (0.5 - Math.random()) + (mech.crouch ? 25 : -8) * b.fireCD,
1, mod.babyMissiles)
} else if (mod.isIceField) {
// mech.fieldCDcycle = mech.cycle + 17; // set cool down to prevent +energy from making huge numbers of drones
@@ -1747,7 +1747,7 @@ const mech = {
// mech.draw();
mech.walk_cycle += mech.flipLegs * mech.Vx;
// mech.hold();
mech.energy += 0.5 * DRAIN; //x1 to undo the energy drain from time speed up, x1.5 to cut energy drain in half
mech.energy += DRAIN; // 1 to undo the energy drain from time speed up, 0.5 to cut energy drain in half
b.fire();
// b.bulletRemove();
b.bulletDo();