Beta 4 Hotfix 1:

- Nerfed Fireblaster, damage was too high for its speed (30/60 → 10/20), to compensate for the dramatic alt projectile nerf, its embers now deal short radius splash damage.
- Nerfed Impaler altfire, no longer an instant "I win" weapon (damage interval raised from 5 to 15 tics, also beam becomes weaker at low charge, starting to drop from 100% at half-charge to 50% at zero charge).
- Fixed Impaler crash when shooter dies while firing beam.
- Updated the reload code of the SMP, I forgot about it.
- Increased the Detector range again, 1024 is more reasonable.
- Fixed Minigun altfire not triggering if player was holding primary fire.
- Removed pistols from Super Shotgun replacement pool.
- Increased spawn chance of Flamethrower, since it almost never appears in practice.
- Capped maximum Flamethrower damage (75 → 20), this was way too high and made the weapon too overpowered.
This commit is contained in:
Marisa the Magician 2019-09-29 22:23:45 +02:00
commit 5db3f32274
7 changed files with 58 additions and 27 deletions

View file

@ -77,7 +77,7 @@ Class OnFire : Thinker
{
cnt = 10;
if ( victim.bSHOOTABLE && (victim.Health > 0) && (amount > 0) )
victim.DamageMobj(instigator.FindInventory("UFlamethrower"),instigator,max(1,int(amount*(victim.bBOSS?0.05:0.15))),'Fire',DMG_THRUSTLESS);
victim.DamageMobj(instigator.FindInventory("UFlamethrower"),instigator,clamp(int(amount*(victim.bBOSS?0.05:0.15)),1,20),'Fire',DMG_THRUSTLESS);
if ( !victim )
{
Destroy();