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  1. ---------------------------------------------------------------------------------
  2. Armor rework notes; Wood HP buffed to 180 (From 120) (For 1x1x1)
  3.  
  4. Stone buffed to AC 7 (From 5). HP buffed to 300 (From 220) (For 1x1x1)
  5.  
  6. Metal buffed to AC 15 (From 10). Health buffed to 350 (From 280) (For 1x1x1)
  7.  
  8. Alloy buffed to AC 12 (From 5). Health buffed to 260. (From 140) Cost increased to 5 (From 4) (For 1x1x1)
  9.  
  10. Heavy armor cost reduced to 25 (From 40) (For 1x1x1)
  11. Heavy armor now has 40% EMP suseptibility (From 100%) but has a 5x weakness to EMP. This means it effectively takes 200% damage from EMP. (Similar to the surge protectors resistance, but inverse)
  12.  
  13. Armor layering bonus changed from 0.8, 0.6, 0.4, 0.2,0.1,0.1,0.1,0.1 to 1.0,0.85,0.7,0.55, 0.4,0.25,0.25,0.25
  14.  
  15. ----------------------------------------------------------------
  16. General block changes;
  17.  
  18. Light block cost reduced to 20. (From 100) Health reduced to 50 (From 75)
  19.  
  20. Surge Protector cost reduced to 20. (From 25) Health increased to 250 (From 150) AC buffed to 5 (From 1)
  21.  
  22. Rubber cost reduced to 3. (From 5) Health buffed to 100 (From 75) (For 1x1x1)
  23.  
  24. Glass cost reduced to 1. (From 2) (For 1x1x1)
  25.  
  26. Lead cost reduced to 3 (From 5) Health buffed to 300 (From 200) (For 1x1x1)
  27.  
  28. ERA Armour is now a structural component. (Full block only, not the slope)
  29.  
  30. --------------------------------------------------------
  31. Other Block type durability buffs;
  32.  
  33. Ram cost increased to 25. (From 15) AC buffed to 20 (from 10) Health increased to 1000. (From 400)
  34.  
  35. Standard Door AC buffed to 15. Health increased to 250. It is now a structural block.
  36.  
  37. Fuel Engine - Hull Pipe AC buffed to 15. (Was 3) Health increased to 300 (From 160) Weight increased to 40. (Was 30) Cost increased to 10. (Was 1) It is now a structural block.
  38.  
  39. Steam Engine – Pipe Hull AC buffed to 15. (Was 10) Health Increased to 300. (From 280) Cost increased to 10 (Was 6.5) It is now a structural block.
  40.  
  41. Deck Port – Now has identical stats to 1x1x1 metal block. It is also now a structural block. Cost is (5), Same as metal.
  42.  
  43. Smoke Generator – Now has identical stats to 1x1x1 metal block. It is also now a structural block. Cost is (5), Same as metal.
  44.  
  45. Firing Piece – APS AC buffed to 20. (Was 15) Health buffed to 350 (Was 300) Weight reduced to 40. (Was 70)
  46.  
  47. APS Ammo Ejector Cost Reduced to 20 (Was 50)
  48.  
  49. APS Belt Fed Autoloader Cost recuced to 35 (Was 40)
  50.  
  51. Firing Piece – CRAM AC buffed to 20. (Was 5) Health buffed to 350 (Was 150)
  52.  
  53. EMP Pellet (CRAM) Cost reduced to 30.
  54.  
  55. CRAM Gauge Increaser (All Variants) AC Increased to 15 (Was 10) Health Increased to 350 (Was 200) Cost reduced to 25 (From 35)
  56.  
  57. CRAM Autoloader (Both Versions) Cost reduced to 25 (From 35)
  58.  
  59. CRAM Hardener Pellets Cost reduced to 20 (From 25)
  60.  
  61. Fragmentation Pellet (CRAM) Cost reduced to 30.
  62.  
  63. Range Finder 5m AC Buffed to 10 (Was 7) Health Increased to 750 (Was 375)
  64.  
  65. Range Finder 7m AC buffed to 10 (Was 7) Health Increased to 1125 (Was 562.5)
  66.  
  67. Range Finder 9m AC buffed to 10 (Was 7) Health Increased to 1500 (Was 750)
  68.  
  69. Armored Range Finder 5m AC Buffed to 20. (Was 12) Health Increased to 1500 (Was 600) Cost increased to 70 (was 50)
  70.  
  71. Armored Range Finder 7m AC Buffed to 20. (Was 12) Health Increased to 2100 (Was 840) Cost increased to 100 (Was 70)
  72.  
  73. Armored Range Finder 9m AC Buffed to 20. (Was 12) Health Increased to 2700 (Was 1080) Cost increased to 125 (Was 90)
  74.  
  75.  
  76. All standard Detection Equipment (Everything in the Detection tab except ; Wireless Snooper, Missile Radar Buoy Holder, Missile Sonar Buoy Holder)
  77.  
  78. AC buffed to 15 (Was 10) Health increased to 300 (Was 200)
  79.  
  80.  
  81. Spinblock, One Axis Turret, Two Axis turret; AC Increased to 15. (Was 10) Health Increased to 800 (Was 150)
  82.  
  83. Sky Fortress Turbine AC Increased to 15 (Was 10) Health Increased to 1000 (Was 500)
  84.  
  85. Missile Controller AC buffed to 12 (Was 10) Health increased to 300 (Was 100)
  86.  
  87. Missile Gantry AC buffed to 8 (Was 3) Health increased to 150 (Was 100)
  88.  
  89. Strategic Antenna + Dish Piece AC buffed to 15 (Was 10) Health increased to 250 (Was 150)
  90.  
  91. Docking Station AC buffed to 12 (Was 1) Health increased to 600 (Was 100)
  92.  
  93. Sub-vehicle spawner AC buffed to 12 (Was 1) Health increased to 250 (Was 100)
  94.  
  95. Vehicle blueprint spawner AC buffed to 12 (Was 10) Health increased to 250 (Was 150)
  96.  
  97. Small Propellor AC buffed to 15 (Was 10) Health increased to 300 (Was 150)
  98.  
  99. Huge Propellor AC buffed to 15 (Was 10) Health increased to 2700 (Was 600)
  100.  
  101. Small Jet AC buffed to 10 (Was 5) Health increased to 200 (Was 100)
  102.  
  103. Huge Jet AC buffed to 10 (Was 5) Health increased to 1800 (Was 600)
  104.  
  105. Small Ion Thruster AC buffed to 10 (Was 3) Health increased to 200 (Was 75)
  106.  
  107. Huge Ion Thruster AC buffed to 10 (Was 3) Health increased to 1800 (Was 450)
  108.  
  109. Wing + Aileron + Tailplane Health increased to 100 (Was 50)
  110.  
  111. Jet Stabilizer AC buffed to 12 (Was 5) Health increased to 250 (Was 150)
  112.  
  113. Heat Decoy AC buffed to 10 (Was 3) Health increased to 200 (Was 85)
  114.  
  115. AI mainframe Cost reduced to 50 (From 100)
  116.  
  117. Radiator AC buffed to 10 (Was 3) Health buffed to 200 (Was 100)
  118.  
  119. Large Radiator AC buffed to 10 (Was 3) Health buffed to 1800 (Was 900)
  120.  
  121. Ammo Storage + Ammo Parts box Weight reduced to 40 (From 45) Both also made less floaty for the weight then normal.
  122.  
  123. Laser Munition Defence – AC buffed to 10 (Was 4) Health increased to 300 (Was 100) Cost reduced to 30 (Was 100)
  124.  
  125. Laser Optics & Steering Optics – AC buffed to 8 (Was 4) Health increased to 250 (Was 100) Cost reduced to 20 (Was 50)
  126.  
  127. Tactical Nuke – Cost reduced to 50 (Was 100) Weight increased to 40 (Was 4)
  128.  
  129. RTG (All types) Cost reduced by 50%
  130.  
  131. Fix; Small turbine AC reduced to 6 (From 46)
  132.  
  133. ----------------------------------------------------------
  134. Barrels & Railgun Pieces & Mantlets
  135.  
  136. APS Barrels (All types); AC buffed to 15 (From 12) HP increased to 350 (From 200/225/250) Weight reduced to 40 (Was 50)
  137.  
  138. CRAM Barrels (All Except bomb chute.); AC buffed to 15 (From 10) Hp increased to 350 (From 150)
  139.  
  140. Bomb chute; AC buffed to 15 (From 5) HP buffed to 350 (From 150) Weight unchanged (5)
  141.  
  142. CRAM - Recoil Supression Barrel; Muzzle velocity factor increased to 0.95 (From 0.9)
  143.  
  144. Introduce “Heavy” Basic barrels for both APS and CRAM;
  145.  
  146. AC 25, HP 900, Weight 200, Cost; 70
  147.  
  148. Add beamed variants of regular APS barrels, Regular CRAM barrels, Heavy CRAM barrles, Heavy APS barrels.
  149.  
  150. Railgun Magnet Attaching Fixture Health increased to 300 (Was 200)
  151.  
  152. Railgun Barrel magnet AC Health increased to 350 (Was 200)
  153.  
  154.  
  155. APS 3x3 Omnimantlet AC buffed to 28 (Was 20) Health Increased to 5000 (Was 3150)
  156.  
  157. APS 1x1 Omnimantlet AC buffed to 20 (Was 15) Health increased to 500 (Was 350)
  158.  
  159. APS 1x1 Elevation Mantlet AC buffed to 20 (Was 12) Health Increased to 500 (Was 300)
  160.  
  161. APS 1x3 Elevation Mantlet AC buffed to to 20 (Was 15) Health increased to 1500 (Was 900)
  162.  
  163. APS 1x2 AA Mantlet AC buffed to 20 (Was 12) Health increased to 750 (Was 450)
  164.  
  165. --------------------------------------------------
  166. Drill Pieces
  167.  
  168. Drill (Controller) AC buffed to 15 (Was 5) Health increased to 500 (Was 300)
  169.  
  170. Extension AC buffed to 15 (Was 8) Health increased to 300 (Was 150)
  171.  
  172. Verical/Horizontal Splitter AC buffed to 15 (Was 8) Health increased to 300 (Was 150)
  173.  
  174. Small Drill Bit AC buffed to 25 (Was 15) Health Increased to 700 (Was 200)
  175.  
  176. Large Drill Bit AC buffed to 25 (Was 15) Health increased to 6300 (was 1800) Cost increased to 100 (Was 60)
  177.  
  178. Power Input AC buffed to 10 (Was 4) Health increased to 300 (Was 150)
  179.  
  180. Torque Amplifier AC buffed to 10 (Was 4) Health increased to 300 (Was 150)
  181.  
  182.  
  183. ----------------------------------------------
  184. Other;
  185.  
  186. Armor calculation for projectiles and hitscan weaponry changed from;
  187.  
  188. ((AP / AC) 0.45) + 0.05 = Effective damage multiplier
  189.  
  190. To;
  191.  
  192. ((AP / AC) 0.50) = Effective damage multiplier
  193.  
  194.  
  195. Spinblock, One Axis Turret, Two Axis turret; AC Increased to 15. (Was 10) Health Increased to 800 (Was 150) (For 1x1x1)
  196. 3x3 Turret; 7200 Health
  197. 5x5 turret; 20,000 health
  198.  
  199. Partial blocks (Slopes, Triangles) Apply partial reinforcement bonus (Equal to block type, triangles are 1/4, slopes are 1/2)
  200.  
  201. Wing force per speed increased from 0.05 to 0.1. Cost increased to 5.
  202.  
  203. Aileron force per speed increased from 0.1 to 0.2. Cost increased to 5.
  204.  
  205. Aero Rudder, Aero Plane, Tailplane force per speed increased from 0.2 to 0.4. Cost increased to 5.
  206.  
  207. Accuracy penalty femoved from Disruptor shell caps (APS)
  208.  
  209. Pure High Explosive cap added (APS)
  210.  
  211. Pure EMP cap added (APS)
  212.  
  213. Pure Fragmentation cap added (APS)
  214.  
  215. Fragmentation (All variants) changed. Fragmentation now results in the expected angle of fragmentation, not a distorted cone.
  216.  
  217. Interceptor (Missile) kill strike range increased.
  218.  
  219. Maximum volume option (For battles) in campaign increased from 50k to 200k.
  220.  
  221. Warp drive speed boost no longer scales with game speed. * Currently the boost is significantly reduced on lower game speeds. Fix.
  222.  
  223. Oil refineries now slightly more tolerant of altitude.
  224.  
  225. Solid shells with no payload now 'die' when reduced to 0 health.
  226.  
  227. Cameras (Detection) are now worse at range, and obscured by smoke.
  228.  
  229. HE (Missile) damage buffed (From 400) to 600.
  230.  
  231. Torpedo HE bonus damage reduced from 4x to 3x
  232.  
  233. HE (Missile) damage is now linear per warhead, rather then diminishing. HE warheads in missiles now always have a 10m explosion radius and occur at the nose of the missile.
  234.  
  235. Hollow Point (APS) Effective AP 6 > 10
  236.  
  237. Impact PAC effective AP 10 > 15
  238.  
  239. EMP PAC Damage reduced by 50%
  240.  
  241. Thumper head (Missile) Effective AP 6 > 10
  242.  
  243. Squash head (APS) thump effective AP is now 10.
  244.  
  245. PAC Pierce effective AP reduced 20 > 15
  246.  
  247. Ram (Simple Weapon) Frontal drag reduced to 0.3
  248.  
  249. Squash Head (APS) Now has a contact fuse.
  250.  
  251. 3x1x1 laser pump with attachment point in the center added.
  252.  
  253. Missile gantry beams and single module variants added.
  254.  
  255. Barrel beams added, Heavy and normal variants (CRAM and APS)
  256.  
  257. Flak Radius increased to 6x HE Radius (Was 2x), Damage reduced to 30% of HE (Was 50%) (APS)
  258.  
  259. Removed flak radius modifier (Makes flak dissipate less over its radius)
  260.  
  261. Thumper heads on missiles now increase the health of small missiles more, large missiles less. 1 / (Gantry# / 4) (Thumper HP bonus scaling)
  262.  
  263. Turrets can be motorized, causing them to turn faster at the cost of energy. (Capped speed)
  264.  
  265. CRAM – Max speed increased to 300m/s. (From 200m/s) Duration before projectile deletion increased from 20 seconds to 30 seconds.
  266.  
  267. (CJE) Compressors and Intakes are now equal in the thrust calculation.* This used to be the case, but was changed at some point.
  268.  
  269. (CJE) Combusters give 500 x #Of Fuel Injectors thrust
  270.  
  271. Added Gravity compensator to CRAM as a “Fuse”.
  272.  
  273. Shield projector now grants 1000 battery capacity
  274.  
  275. HEAT – Air gap pen metric drain increased to 80.
  276.  
  277. APS – All fuse module kinetic stats increased to; (Excluding Inertial Fuse)
  278.  
  279. Shell health factor – 1.0 (Was 1.0), Kinetic damage factor – 2.5 (Was 0.5) , Armor Piercing factor – 1.5 (Was 0.2), Speed factor – 1.1 (Was 1.0)
  280.  
  281. Stabilizer Fin Kinetic stats increased to; Shell health factor – 1.1 (Was 0.95), Kinetic damage factor – 3.0 (Was 0.7), Armor piercing factor – 1.5 (Was 0.5), Speed factor – 1.0 (Was 0.95)
  282.  
  283. Super Cavitator Base Kinetic stats increased to; Kinetic damage factor – 1.5 (Was 0.6), Armor piercing factor – 1.5 (Was 0.4), Speed modifier – 1.0 (Was 0.9) Now has a maximum length of 100mm
  284.  
  285. Grav. Compensator stats increased to; Shell health factor – 1.1 (Was 1.0), Kinetic damage factor – 1.5 (Was 0.6), Armor piercing factor - 1.5 (Was 0.4), Speed modifier – 1.0 (Was 0.9) Now has a maximum length of 100mm
  286. (APS) Railgun casing boost scales with gauge. (Higher at large calibers, lower at tiny ones)
  287.  
  288.  
  289. APS – Reduce propellant burn barrel length requirement from 12*(Shell length)^0.75 to 6*(Shell length)^0.75. This means APS propellant burn barrel requirements will be half.
  290.  
  291. PAC – Explosive Shock damage percentage changed from 10% to 100%, Impact AP improved to 15, Pierce AP reduced to 15.
  292.  
  293. Make RTG's provide energy more smoothely (Maybe 10 times a second, rather then once per second)
  294.  
  295. Autoloaders start loaded; inputs start at max count down so they immediately load
  296.  
  297. Batteries start full rather then empty.
  298.  
  299. Missile duration reduced to 30 seconds (From 1 minute)
  300.  
  301. “Lasers” build menu tab renamed to “Energy Weapons”
  302.  
  303. Lasers use less engine power while the game is slowed down, damage seems to be unaffected. (To be Fixed)
  304.  
  305. Wavefront does not pierce multiple layers of laser shields (Works fine against smoke though) (To be fixed)
  306.  
  307. Make non-aimpoint targetting change targets far more often (Or make it configurable)
  308.  
  309. Frequency doubler effectiveness is based on total laser system size. Smaller systems need less doublers to achieve the same effect. (Based on # Of Pumps, New 3x1x1 pumps count as 3)
  310.  
  311. Frags spawn at the nose of a missile.
  312.  
  313. Turbines have a critical limit based on volume (Like pistons do based on speed)
  314.  
  315. Large steam controller ramps faster
  316.  
  317. (APS) Fragmentation rounds rebalanced, they do 50% damage at a 1 degree cone, 400% at a 180 degree cone (APS) * Other factors in this patch will have severely negative effects on fragmentation rounds. (AP/AC formula change, Ricochet change.)
  318.  
  319. (APS) Stacking penalty (For all module types) has been removed. Reload time (Based on the length of shells) has been made more linear. Gunpowder speed has been made more front loader, and less linear. Ammo consumption has been changed to align with the above.
  320.  
  321. Batteries start full rather then empty.
  322.  
  323. Increased detection range for small shells and solid shells.
  324.  
  325. Make the speed restriction on LWC more broad (Current limit is 49m/s, make it 500m/s)
  326.  
  327.  
  328. PAC's dont lose focus with lower charge times/PAC's lose focus less harshly with lower charge times.
  329.  
  330. Q-Switches no longer effect laser efficiency, All lasers are now as efficient as 4Q lasers. Various Q-switch setups (0/1/2/3/4) Now have nominal draw backs and upsides outside of raw DPS.
  331.  
  332. 0Q – Uses stored energy at twice the normal rate (Per second, per combiner)
  333. 1Q – Uses 100% of cavities stored energy per shot, has 50% inaccuracy.
  334. 2Q – Damage reduced by 50%, AP increased by 1000%, has 5% inaccuracy, Fires a burst of 20 shots over 1 second, with a 9 second delay.
  335. 3Q – Has 200% inaccuracy, 50% increased damage.
  336. 4Q – Uses stored energy at 1/4h the the normal rate (Per second, per combiner)
  337.  
  338. Normal rate = 20% of current cavity energy, per second, per combiner.
  339. All the energy usage is based off the current rate (IE; 1Q uses 20% per shot, 2Q uses 10%, but fires twice per second, 3Q 5% but fires 4 times a second)
  340.  
  341.  
  342. Wavefront no longer pierces smoke and laser shields outright, but rather can be set to improve (At the cost of raw damage) ; Reduce damage lost by penetrating water by %, Reduced damage lost by penetration laser shields/smoke by %, Reduce damage dissipation over range.
  343.  
  344. Damage Penalties are consecutive not simultaneous. (IE; They cannot add up to 100%, they will apply after each other)
  345.  
  346. 50% of damage/Smoke and laser shields are 50% as effective at dissipating damage
  347. ^ This would make each layer of smoke only mitigate 45% of a shots damage, rather then 90%
  348.  
  349. 20% of damage/Water is only 10% as effective at dissipating damage.
  350.  
  351. 20% of damage/Air does not dissipate damage.
  352.  
  353. Smoke Dispenser – No longer takes ammo to fire. Fuel cost increased to 150. Reload speed increased to 80 seconds. (From 40) Smoke radius doubled. Smoke duration increased to 60 (From 18) seconds. Smoke velocity inheritance fades above 50m/s.
  354.  
  355. (APS) Hesh frag number divided by the square rooted AC of the armor it passes through instead of the raw AC. (HA=6.3, Metal = 3.6)
  356.  
  357. Ricochet calculations changed. AP/AC plays a larger role in ricochet chance now.
  358.  
  359. Borderless poster block
  360.  
  361. PID stimulus limit from 180 to 1000.
  362.  
  363.  
  364. ---------------
  365. Speed changes;
  366.  
  367. Jet Engines – Speed cap increased to 250. (Was 150)
  368.  
  369. Custom Jet Engine – Speed cap increased to 250 (Was 175)
  370.  
  371. Propellors – Speed cap increased to 100 (Was 50)
  372.  
  373. ------------------------------
  374. EMP/HEAT Suseptibility;
  375.  
  376. Storage Laser Cavity – Health loss from HEAT penetration reduced to 40% (Was 100%)
  377.  
  378. Q Switch – EMP Suseptibility Reduced to 40% (Was 60%), This now matches other laser components.
  379.  
  380. Laser Steering Optics – Removed health loss from HEAT penetration.
  381.  
  382. General Purpose Processing Card – Added EMP Suseptibility of 60% With protective drainage of 10.
  383.  
  384. Laser Warner – EMP Suseptibility reduced to 40% (Was 60%) Health increased to 200 (Was 100)
  385.  
  386. Smoke Dispenser – Removed health loss from HEAT penetration
  387.  
  388. Jet Engine (Small) & Jet Engine (Large) – Removed health loss from HEAT penetration
  389.  
  390. Ion Engine (Small) & Ion Engine (Large) – Health loss from HEAT Penetration reduced to 50%
  391.  
  392. APS Clips – HEAT Vulnerability – 3m is now 33% (Was 0%), 6m is now 16% (Was 0%), 8m is now 13% (Was 0%)
  393.  
  394. APS 8m Autoloader – Removed health loss from HEAT penetration (To match the rest of them)
  395.  
  396.  
  397.  
  398.  
  399.  
  400. ------------------------------------
  401. Simple Weapons
  402.  
  403. Simple Laser cost from 40 to 100
  404.  
  405. Ammo usage from 10 to 40
  406.  
  407.  
  408. -------------------------------
  409. Turretry
  410.  
  411. All turrets can now be motorized. Motorization costs vary depending on the size of turret (Larger turrets cost less per turret mass to motorize)
  412.  
  413. Motordrive 1 gives a 10% speed boost, motordrive 10 gives a 100% speed boost. Motordrive costs only apply when the turret is turning. Motordrive cannot make a turret turn faster then its base turning speed.
  414.  
  415. 1x1; Motordrive 1 costs 5 power/mass, Motordrive 10 costs 500 power/mass
  416.  
  417. 3x3; Motordrive 1 costs 0.55 power/mass, Motordrive 10 costs 55 power/mass
  418.  
  419. 5x5; Motodrive 1 costs 0.2 power/mass, Motordrive 10 costs 20 power/mass
  420.  
  421. (Boost power cost scales from 0 to 10 in the same way that shield power costs do)
  422.  
  423. Smaller turrets turn faster, but handle weight worse. Larger turrets turn slower, but handle weight better.
  424.  
  425. 1X1 500 degrees/second base, half (250) after 3.00 mass, half again (125) after 12.00 mass (1 size x 3 base)
  426.  
  427. From 400/second base, half after 4.00 mass, half again after 16.00.
  428.  
  429. 3x3 250 degrees/second base. Half after 54.00 mass (125), half again (62.5) after 214.00 mass. (9 size x 6 base)
  430.  
  431. 5X5 125 degrees/second base. Half after 450.00 mass (62.5), half again (31.25) after 1800 mass.
  432. (25 size x 18 base)
  433.  
  434. -------------
  435.  
  436. ACB options
  437.  
  438. < and > pitch relative to enemy (0 being the nose pointing right at the enemy)
  439.  
  440. < and > yaw relative to enemy (0 being the nose pointing right at the enemy)
  441.  
  442. Explode ammo barrels/boxes command
  443.  
  444.  
  445. Additional notes; APS small caliber reload times might need to be decreased after linearization.
  446.  
  447. Explosives are not great at snapping/pinging to craft. Would be good if this could be improved/ If flak specifically would be capable of hitting multiple craft.
  448.  
  449. Make Gauge coolers and recoil hydraulics linear (Each part is worth the same) rather then the current scheme where each successive part is worth more.
  450.  
  451. Laser frequency doublers
  452.  
  453. 5 ap/ 10 pumps
  454.  
  455. 2.5 ap/ 20 pumps
  456.  
  457. 0.5 ap/ 100 pumps
  458.  
  459. Extra notes;
  460.  
  461. Beltfed; Doesnt reload until after a delay. (If longer beltfeds are put in)
  462.  
  463. Change Q-switch type stuff
  464.  
  465. Change HEAT description (Misleading), Change Q switch description (To describe the various modes)
  466.  
  467. Make CRAM ammo box effect on reload speed be less harshly diminishing.
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