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.
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7 changed files with 58 additions and 27 deletions
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@ -919,7 +919,7 @@ Class UnrealMainHandler : EventHandler
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}
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else if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') || (e.Replacee == 'Crossbow') )
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{
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if ( !Random[Replacements](0,3) )
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if ( !Random[Replacements](0,3) && (e.Replacee != 'SuperShotgun') )
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{
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if ( !Random[Replacements](0,2) ) e.Replacement = 'Betamag';
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else e.Replacement = 'Automag';
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@ -946,7 +946,7 @@ Class UnrealMainHandler : EventHandler
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{
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if ( !Random[Replacements](0,3) )
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{
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if ( !Random[Replacements](0,2) ) e.Replacement = 'UFlamethrower';
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if ( Random[Replacements](0,1) ) e.Replacement = 'UFlamethrower';
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else e.Replacement = 'FlameGun';
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}
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else if ( Random[Replacements](0,1) ) e.Replacement = 'UFlakCannon';
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