So I tried to make a slow-fire, high-energy cost, long-range EMP AoE tactical weapon.
But no mater what it doesn't work. I ended up buffing it's stats more and more in hope of seeing some improvement.
The inital idea was slow fire (30sec to 1min cooldown), around 2000+ energy per shot, 500m explosion radios that does 1000 EMP damage.
Yet it's crap, even after upping the EMP damage to 5000 and cooldown to 10 sec.
Hits on hull or shield to nothing, only proximiy detonations seem to have some effect, but aside from knocking out fighters/missiles if they are close, it does nothing.
WEAPON DATA:
Ion-Nova Cannon,vns-lrg-shockwave,3,,4000,1200,,300,5000,0,9,16,,,,ENERGY,1000,,3,10,1,0,1,5,0,0,,1200,,,,STRIKE,"LR, energy9",200011
WEAPON ITSELF:
{
"id":"vns-lrg-shockwave", # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"ENERGY",
"size":"LARGE",
"displayArcRadius":1200,
"turretSprite":"graphics/weapons/animated/vns_shockwave/vns_shockwave_cannon00.png",
"hardpointSprite":"graphics/weapons/animated/vns_shockwave/vns_shockwave_cannon00.png",
"numFrames":9,
"frameRate":20,
"interruptibleBurst":false,
"glowColor":[255,75,0,200],
"turretOffsets":[31, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[31, 0],
"hardpointAngleOffsets":[0],
"barrelMode":"ALTERNATING", # or LINKED. whether barrels fire at the same time or alternate.
"animationType":"GLOW_AND_FLASH", # NONE, GLOW, MUZZLE_FLASH, SMOKE
"muzzleFlashSpec":{"length":80.0, # only used if animationType = MUZZLE_FLASH
"spread":6.0,
"particleSizeMin":15.0,
"particleSizeRange":15.0,
"particleDuration":0.25,
"particleCount":35,
"particleColor":[255,75,0,200]},
"projectileSpecId":"vns_bullet_shockwave", # projectile that will be fired
"fireSoundTwo":"gun_heavy_3",
"autocharge":true,
}
PROJECILE:
{
"id":"vns_bullet_shockwave",
"specClass":"projectile",
"spawnType":"BALLISTIC",
"collisionClass":"PROJECTILE_FF",
"collisionClassByFighter":"PROJECTILE_FIGHTER",
"length":80.0,
"width":15,
"fadeTime":0.20,
"hitGlowRadius":100,
"fringeColor":[10,10,220,255],
"coreColor":[255,255,0,255],
"glowColor":[10,10,255,255],
"glowRadius":45,
"behaviorSpec":
{
"behavior":"PROXIMITY_FUSE",
"range":50,
"explosionSpec":
{
"duration":0.1f, # not visual
"radius":500,
"coreRadius":500, # full damage within core radius
"collisionClass":PROJECTILE_FF,
"collisionClassByFighter":PROJECTILE_FIGHTER,
"particleSizeMin":1.0,
"particleSizeRange":5.0,
"particleDuration":1,
"particleCount":300,
"particleColor":[0,0,255,255],
"sound":"408en"},
}
}
"textureScrollSpeed":64.0,
"pixelsPerTexel":5.0,
"bulletSprite":"graphics/missiles/shell_hellbore.png"
}