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This is the current damage multiplier of the flanker projectile :
rain.DamageMultiplier =
{
{ SaveName = "armour", Direct = 0.35, Splash = 0.5 },
{ SaveName = "door", Direct = 0.35, Splash = 0.5 },
{ SaveName = "bracing", Direct = 0.35, Splash = 0.5 },
{ SaveName = "sandbags", Direct = 0.75, Splash = 0.75 },
}
It was intended to be like an AP sniper but the projectile would come from above as you see.
So i could actually reduce the damage multiplier against materials in order to specialise it even more towards that role. I could also do multiple of these changes but it would start becoming messy to write all of the potential combinations down.
What do you think ? Also thx for telling me that the weapons are broken since i stopped playing forts a while ago.
Artilerry - There are a ton of shells, each doing standard 20mm damage. if i was building 2 lasers but you are rushing artillery and get 1 burst off of me, it gives you a MASSIVE resourse advantage. my lasers are gone. they are too strong and thus i think that the best way to make this problem go away is to make them defleted off of armor and shelids. sure this is an explosive gun but the splash damage is the main reason why its too good.
yeah. sorry about that agrubly stupid damage reduction, these are what i really wanted changed
recap: flanker: can be shot down by anything with AI. artillery: can be deflected off of armor and sheilds. and doesnt have as powerfull of a splash.