decorrelation
mod: decorrelation - 2 seconds after you don't use your gun or field get 40% harm reduction mod: anticorrelation - 2 seconds after you don't use your gun or field get 50% damage requires decorrelation
This commit is contained in:
17
js/bullet.js
17
js/bullet.js
@@ -1065,7 +1065,7 @@ const b = {
|
||||
onEnd() {},
|
||||
do() {
|
||||
if (this.lastLookCycle < game.cycle && !mech.isCloak) {
|
||||
this.lastLookCycle = game.cycle + 80 - this.isUpgraded * 50
|
||||
this.lastLookCycle = game.cycle + 80 - this.isUpgraded * 55
|
||||
let target
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
const dist = Vector.magnitudeSquared(Vector.sub(this.position, mob[i].position));
|
||||
@@ -1130,7 +1130,7 @@ const b = {
|
||||
const radius = 6 + 7 * Math.random()
|
||||
const SPEED = 29 - radius * 0.5; //(mech.crouch ? 32 : 20) - radius * 0.7;
|
||||
const velocity = Vector.mult(Vector.normalise(Vector.sub(target, this.position)), SPEED)
|
||||
b.foam(this.position, velocity, radius + 9 * this.isUpgraded)
|
||||
b.foam(this.position, velocity, radius + 11 * this.isUpgraded)
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1230,7 +1230,7 @@ const b = {
|
||||
bestVertexDistance = dist
|
||||
}
|
||||
}
|
||||
const dmg = b.dmgScale * (0.06 + 0.075 * this.isUpgraded);
|
||||
const dmg = b.dmgScale * (0.06 + 0.08 * this.isUpgraded);
|
||||
this.lockedOn.damage(dmg);
|
||||
this.lockedOn.locatePlayer();
|
||||
|
||||
@@ -1280,7 +1280,7 @@ const b = {
|
||||
explode: 0,
|
||||
onDmg() {
|
||||
if (this.lockedOn) {
|
||||
const explosionRadius = Math.min(170 + 130 * this.isUpgraded, Vector.magnitude(Vector.sub(this.position, mech.pos)) - 30)
|
||||
const explosionRadius = Math.min(170 + 140 * this.isUpgraded, Vector.magnitude(Vector.sub(this.position, mech.pos)) - 30)
|
||||
if (explosionRadius > 60) {
|
||||
this.explode = explosionRadius
|
||||
//
|
||||
@@ -2575,8 +2575,13 @@ const b = {
|
||||
ammoPack: 14,
|
||||
have: false,
|
||||
fire() {
|
||||
b.drone(mech.crouch ? 45 : 1)
|
||||
mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 13 : 5) * b.fireCD); // cool down
|
||||
if (mech.crouch) {
|
||||
b.drone(45)
|
||||
mech.fireCDcycle = mech.cycle + Math.floor(17 * b.fireCD); // cool down
|
||||
} else {
|
||||
b.drone(1)
|
||||
mech.fireCDcycle = mech.cycle + Math.floor(10 * b.fireCD); // cool down
|
||||
}
|
||||
}
|
||||
},
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user