Balance tweaks

This commit is contained in:
Anuken 2021-02-19 18:28:51 -05:00
parent 820f7f0ef2
commit 0316009a9c
2 changed files with 5 additions and 5 deletions

View File

@ -240,8 +240,8 @@ public class UnitTypes implements ContentList{
fragVelocityMin = 0.4f;
hitEffect = Fx.blastExplosion;
splashDamage = 18f;
splashDamageRadius = 30f;
splashDamage = 16f;
splashDamageRadius = 13f;
fragBullets = 2;
fragLifeMin = 0f;
@ -257,7 +257,7 @@ public class UnitTypes implements ContentList{
lifetime = 20f;
hitEffect = Fx.flakExplosion;
splashDamage = 15f;
splashDamageRadius = 15f;
splashDamageRadius = 10f;
}};
}};
}}
@ -769,7 +769,7 @@ public class UnitTypes implements ContentList{
width = height = 19f;
collidesTiles = true;
ammoMultiplier = 4f;
splashDamageRadius = 80f;
splashDamageRadius = 70f;
splashDamage = 65f;
backColor = Pal.sapBulletBack;
frontColor = lightningColor = Pal.sapBullet;

View File

@ -379,7 +379,7 @@ public class Damage{
//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
//this needs to be compensated
if(in != null && in.team != team && in.block.size > 1 && in.health > damage){
//deal the damage of an entire side + 1, to be equivalent with maximum 'standard' damage
//deal the damage of an entire side, to be equivalent with maximum 'standard' damage
in.damage(damage * Math.min((in.block.size), baseRadius * 0.45f));
//no need to continue with the explosion
return;