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Some balance suggestions about units and blocks #31

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48 changes: 24 additions & 24 deletions src/UAW/content/UAWUnitTypes.java
Original file line number Diff line number Diff line change
Expand Up @@ -122,7 +122,7 @@ public static void load() {
// region Air - Helicopters
aglovale = new HelicopterUnitType("aglovale") {{
float unitRange = 28 * tilesize;
health = 450;
health = 500;
hitSize = 18;

speed = 2.5f;
Expand Down Expand Up @@ -170,9 +170,9 @@ public static void load() {
reload = 4f;
shootSound = Sfx.wp_k_gunShootSmall_2;
ejectEffect = Fx.casing1;
bullet = new StandardBullets(5f, 6.5f, 0) {{
bullet = new StandardBullets(5f, 11.5f, 0) {{
pierceCap = 2;
buildingDamageMultiplier = 0.4f;
buildingDamageMultiplier = 0.5f;
lifetime = bulletLifetime(mgRange, this.speed);
homingRange = 60f;
ammoMultiplier = 8f;
Expand All @@ -192,11 +192,11 @@ public static void load() {
shots = 4;
shotDelay = 15 * 0.25f;
}};
bullet = new TrailBulletType(4f, 16) {{
bullet = new TrailBulletType(4f, 24) {{
sprite = "missile";
splashDamageRadius = 4 * tilesize;
splashDamage = this.damage * 1.5f;
buildingDamageMultiplier = 0.5f;
buildingDamageMultiplier = 0.67f;

height = width = 9f;
frontColor = Pal.missileYellow;
Expand Down Expand Up @@ -227,7 +227,7 @@ public static void load() {
}};
bedivere = new HelicopterUnitType("bedivere") {{
float unitRange = 32 * tilesize;
health = 3000;
health = 3600;
hitSize = 30;

speed = 2.5f;
Expand Down Expand Up @@ -274,9 +274,9 @@ public static void load() {
shootSound = Sfx.wp_k_gunShootSmall_1;
ejectEffect = Fx.casing1;

bullet = new StandardBullets(10f, 22, 1) {{
bullet = new StandardBullets(10f, 28, 1) {{
pierceCap = 4;
buildingDamageMultiplier = 0.4f;
buildingDamageMultiplier = 0.5f;
lifetime = bulletLifetime(unitRange, this.speed, 0.8f);
ammoMultiplier = 8f;
}};
Expand All @@ -296,7 +296,7 @@ public static void load() {
shoot.shots = 4;
inaccuracy = 6f;
shoot.shotDelay = 5f;
bullet = new ArtilleryBulletType(5, 50) {{
bullet = new ArtilleryBulletType(5, 36) {{
height = 20f;
width = 15f;
trailSize = 5;
Expand All @@ -311,7 +311,7 @@ public static void load() {
hitSound = Sounds.boom;
frontColor = UAWPal.surgeFront;
backColor = UAWPal.surgeBack;
splashDamage = 16f;
splashDamage = 72f;
splashDamageRadius = 2.5f * tilesize;
ammoMultiplier = 6f;
}};
Expand Down Expand Up @@ -384,7 +384,7 @@ public static void load() {
}};
calogrenant = new HelicopterUnitType("calogrenant") {{
float unitRange = 45 * tilesize;
health = 7500;
health = 8400;
armor = 12f;
hitSize = 45;

Expand Down Expand Up @@ -438,7 +438,7 @@ public static void load() {
reload = 1.5f;
shootSound = Sfx.wp_k_gunShoot_2;
ejectEffect = Fx.casing1;
bullet = new StandardBullets(7f, 12, 0) {{
bullet = new StandardBullets(7f, 36, 0) {{
lifetime = bulletLifetime(unitRange, this.speed, 0.75f);
ammoMultiplier = 8f;
}};
Expand All @@ -456,7 +456,7 @@ public static void load() {
shootSound = Sounds.shootBig;
ejectEffect = Fx.casing2;

float bulletDamage = 70;
float bulletDamage = 84;
bullet = new StandardBullets(6, bulletDamage, 2) {{
Color front = Pal.missileYellow, back = Pal.missileYellowBack;
splashDamage = damage;
Expand Down Expand Up @@ -535,7 +535,7 @@ public static void load() {

spawnUnit = new CruiseMissileUnitType(name, U_MSL_crsmissile_S_01_red, 1) {{
Color front = Pal.missileYellow, back = Pal.missileYellowBack;
health = 120;
health = 180;
speed = 5.5f;
exhaustColor = back;
rotateSpeed = 2.5f;
Expand All @@ -552,7 +552,7 @@ public static void load() {
fromColor = front;
toColor = back;
length = (unitRange * 0.25f) * 0.5f;
damage = 85f;
damage = 144f;
width = 27f;

serrationWidth = 6f;
Expand Down Expand Up @@ -724,7 +724,7 @@ public static void load() {
bullet = new StatusEffectBulletType(UAWStatusEffects.cryoBurn, 8 * tick) {{
lifetime = unitRange / speed;
// Fires twice, damage is doubled
splashDamage = 80;
splashDamage = 90;
splashDamageRadius = 6.5f * tilesize;
frontColor = UAWPal.cryoFront;
backColor = UAWPal.cryoBack;
Expand Down Expand Up @@ -817,7 +817,7 @@ public static void load() {

weapons.add(new SuicideWeapon() {{
float splashRad = 4 * tilesize;
bullet = new ExplosionBulletType(95, splashRad) {{
bullet = new ExplosionBulletType(90, splashRad) {{
status = UAWStatusEffects.cryoBurn;
statusDuration = 5 * tick;
makeFire = true;
Expand Down Expand Up @@ -1868,7 +1868,7 @@ public static void load() {

shootSound = Sfx.wp_k_gunShoot_7;
ejectEffect = UAWFx.casing3Long;
bullet = new HighVelocityShellBulletType(15f, 355) {{
bullet = new HighVelocityShellBulletType(15f, 480) {{
shootEffect = new MultiEffect(
UAWFx.railShoot(45f, UAWPal.graphiteFront),
Fx.shootTitan,
Expand Down Expand Up @@ -1919,7 +1919,7 @@ public static void load() {
soundPitchMax = 0.7f;
ejectEffect = Fx.casing2;

bullet = new BasicBulletType(4.5f, 45) {{
bullet = new BasicBulletType(4.5f, 42) {{
lifetime = ((unitRange * 0.8f) / speed);
height = 15f;
width = 7f;
Expand Down Expand Up @@ -2026,7 +2026,7 @@ public static void load() {
}};
caernarvon = new TankUnitType("caernarvon") {{
float unitRange = 55 * tilesize;
health = 10500;
health = 16000;
armor = 45;
hitSize = 18;
terrainSpeedMultiplier = 1.2f;
Expand Down Expand Up @@ -2063,7 +2063,7 @@ public static void load() {

shootSound = Sfx.wp_k_shotgunShoot_2;
ejectEffect = UAWFx.casing4Long;
bullet = new HighVelocityShellBulletType(15f, 600) {{
bullet = new HighVelocityShellBulletType(15f, 1020) {{
frontColor = Pal.bulletYellow;
backColor = Pal.bulletYellowBack;
shootEffect = new MultiEffect(
Expand Down Expand Up @@ -2115,7 +2115,7 @@ public static void load() {
soundPitchMax = 0.7f;
ejectEffect = Fx.casing2;

bullet = new BasicBulletType(4.5f, 55) {{
bullet = new BasicBulletType(4.5f, 48) {{
height = 15f;
width = 7f;
buildingDamageMultiplier = 0.4f;
Expand All @@ -2141,7 +2141,7 @@ public static void load() {
ejectEffect = Fx.casing1;

shoot = new ShootAlternate() {{
shots = 5;
shots = 6;
shotDelay = 12f;
barrels = 2;
}};
Expand All @@ -2165,7 +2165,7 @@ public static void load() {
deathSound = Sounds.largeExplosion;

weapons.add(new SuicideWeapon() {{
bullet = new ExplosionBulletType(health * 0.8f, 6 * tilesize) {{
bullet = new ExplosionBulletType(health * 1.2f, 6.4 * tilesize) {{
hitColor = Pal.bulletYellow;
shootEffect = UAWFx.dynamicExplosion(4 * tilesize, hitColor, exhaustColor);
}};
Expand Down
54 changes: 28 additions & 26 deletions src/UAW/content/blocks/UAWBlocksDefence.java
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
package UAW.content.blocks;
apackage UAW.content.blocks;

import UAW.audiovisual.*;
import UAW.audiovisual.effects.*;
Expand Down Expand Up @@ -144,7 +144,7 @@ Items.graphite, new TrailBulletType(7f, 18) {{

ammoMultiplier = 4;
}},
Items.titanium, new ArmorPiercingBulletType(14f, 8) {{
Items.titanium, new ArmorPiercingBulletType(14f, 16) {{
Color front = UAWPal.titaniumFront, back = UAWPal.titaniumBack;
height = 12f;
width = 5f;
Expand All @@ -169,7 +169,7 @@ Items.titanium, new ArmorPiercingBulletType(14f, 8) {{
rangeChange = 2 * tilesize;
ammoMultiplier = 4;
}},
Items.pyratite, new TrailBulletType(6f, 12) {{
Items.pyratite, new TrailBulletType(6f, 14) {{
Color front = UAWPal.incendFront, back = UAWPal.incendBack;
height = 12f;
width = 5f;
Expand Down Expand Up @@ -306,7 +306,7 @@ Items.graphite, new TrailBulletType(12f, 25) {{

ammoMultiplier = 4;
}},
UAWItems.stoutsteel, new TrailBulletType(16f, 15) {{
UAWItems.stoutsteel, new TrailBulletType(16f, 28) {{
Color front = UAWPal.titaniumFront, back = UAWPal.titaniumBack;
height = 16f;
width = 7f;
Expand All @@ -328,11 +328,13 @@ UAWItems.stoutsteel, new TrailBulletType(16f, 15) {{
}};
trailLengthScale = 0.25f;

pierceCap = 4;

pierceArmor = true;

ammoMultiplier = 8;
}},
Items.pyratite, new TrailBulletType(10f, 20) {{
Items.pyratite, new TrailBulletType(10f, 22) {{
Color front = Pal.lightishOrange, back = Pal.lightOrange;
height = 16f;
width = 7f;
Expand Down Expand Up @@ -384,7 +386,7 @@ UAWItems.cryogel, new TrailBulletType(10f, 20) {{

ammoMultiplier = 8;
}},
Items.surgeAlloy, new BasicBulletType(8, 20) {{
Items.surgeAlloy, new BasicBulletType(8, 32) {{
height = 25;
width = 8;
hitEffect = despawnEffect = new MultiEffect(Fx.hitBulletBig, Fx.lightning);
Expand Down Expand Up @@ -465,7 +467,7 @@ Items.surgeAlloy, new BasicBulletType(8, 20) {{
shootY = 10f;

ammo(
Items.graphite, new ArmorPiercingBulletType(8f, 120f) {{
Items.graphite, new ArmorPiercingBulletType(8f, 125f) {{
Color front = UAWPal.graphiteFront, back = UAWPal.graphiteMiddle;
height = 24f;
width = 10f;
Expand Down Expand Up @@ -506,7 +508,7 @@ Items.graphite, new ArmorPiercingBulletType(8f, 120f) {{

ammoMultiplier = 2;
}},
Items.silicon, new TrailBulletType(10f, 100f) {{
Items.silicon, new TrailBulletType(10f, 110f) {{
Color front = Pal.bulletYellow, back = Pal.bulletYellowBack;
height = 24f;
width = 10f;
Expand Down Expand Up @@ -579,7 +581,7 @@ Items.thorium, new TrailBulletType(12f, 150f) {{

ammoMultiplier = 2;
}},
Items.titanium, new ArmorPiercingBulletType(14f, 90) {{
Items.titanium, new ArmorPiercingBulletType(14f, 125) {{
Color front = UAWPal.titaniumFront, back = UAWPal.titaniumBack;
height = 24f;
width = 10f;
Expand Down Expand Up @@ -1153,7 +1155,7 @@ Items.thorium, new SplashArtilleryBulletType(2.5f, 5500) {{
}};

ammo(
Items.lead, new TrailBulletType(8, 35) {{
Items.lead, new TrailBulletType(8, 30) {{
Color front = Pal.bulletYellow, back = Pal.bulletYellowBack;
height = 15;
width = 8f;
Expand Down Expand Up @@ -1405,10 +1407,10 @@ Items.silicon, new TrailBulletType(10, 30) {{
tempest = new ItemTurret("tempest") {{
float turretRange = 38 * tilesize;
requirements(Category.turret, with(
Items.titanium, 200,
Items.titanium, 250,
Items.graphite, 150,
Items.metaglass, 100,
Items.silicon, 100
Items.silicon, 200
));
size = 3;
scaledHealth = 120;
Expand Down Expand Up @@ -1443,7 +1445,7 @@ Items.silicon, new TrailBulletType(10, 30) {{
unitSort = UAWUnitSorts.highest;

ammo(
Items.plastanium, new FlakTrailBulletType(8f, 25) {{
Items.plastanium, new FlakTrailBulletType(8f, 15) {{
Color front = Pal.plastaniumFront, back = Pal.plastaniumBack;
height = 15f;
width = 7f;
Expand Down Expand Up @@ -1471,8 +1473,8 @@ Items.plastanium, new FlakTrailBulletType(8f, 25) {{
}};
trailLengthScale = 0.25f;

splashDamage = 30;
splashDamageRadius = 7.5f * tilesize;
splashDamage = 20;
splashDamageRadius = 4.5f * tilesize;
explodeRange = 6 * tilesize;
explodeDelay = 0f;
fragRandomSpread = 90;
Expand All @@ -1481,7 +1483,7 @@ Items.plastanium, new FlakTrailBulletType(8f, 25) {{
fragVelocityMax = 1.4f;
float fragSpeed = 10;

fragBullet = new TrailBulletType(fragSpeed, 45f) {{
fragBullet = new TrailBulletType(fragSpeed, 30f) {{
height = 10;
width = 4f;
trailEffect = new StatusHitEffect() {{
Expand All @@ -1507,7 +1509,7 @@ Items.plastanium, new FlakTrailBulletType(8f, 25) {{

ammoMultiplier = 4;
}},
Items.silicon, new FlakTrailBulletType(6f, 15, "missile") {{
Items.silicon, new FlakTrailBulletType(6f, 12, "missile") {{
Color front = Pal.missileYellow, back = Pal.missileYellowBack;
height = 15f;
width = 7f;
Expand Down Expand Up @@ -1535,8 +1537,8 @@ Items.silicon, new FlakTrailBulletType(6f, 15, "missile") {{
}};
trailLengthScale = 0.25f;

splashDamage = 30;
splashDamageRadius = 7.5f * tilesize;
splashDamage = 20;
splashDamageRadius = 4.5f * tilesize;
explodeRange = 8 * tilesize;
explodeDelay = 0f;
fragRandomSpread = 90;
Expand All @@ -1545,7 +1547,7 @@ Items.silicon, new FlakTrailBulletType(6f, 15, "missile") {{
fragVelocityMax = 1.4f;
float fragSpeed = 8;

fragBullet = new TrailBulletType(fragSpeed, 30f) {{
fragBullet = new TrailBulletType(fragSpeed, 20f) {{
height = 10;
width = 4f;
trailEffect = new StatusHitEffect() {{
Expand Down Expand Up @@ -1746,23 +1748,23 @@ Items.surgeAlloy, new BuckshotBulletType(18, 6f, 60f) {{

stoutSteelWall = new Wall("stoutsteel-wall") {{
requirements(Category.defense, with(
UAWItems.stoutsteel, 8
UAWItems.stoutsteel, 24
));
size = 2;
health = 300 * wallHealthMultiplier;
health = 600 * wallHealthMultiplier;
chanceDeflect = 5f;
crushDamageMultiplier = 1f;
armor = Math.round(health / 80f);
armor = Math.round(health / 160f);
}};
stoutSteelWallLarge = new Wall("stoutsteel-wall-large") {{
size = 3;
requirements(Category.defense, with(
UAWItems.stoutsteel, 12
UAWItems.stoutsteel, 54
));
health = 300 * wallHealthMultiplier * 3;
health = 600 * wallHealthMultiplier * 3;
chanceDeflect = 6f;
crushDamageMultiplier = 0.8f;
armor = Math.round(health / 80f);
armor = Math.round(health / 160f);
}};

// Projectors
Expand Down