make nex max damage 120 instead of 125 to prevent easy spawn kills if you have lots...
authorFruitieX <rasse@rasse-laptop.(none)>
Wed, 13 Oct 2010 10:34:51 +0000 (13:34 +0300)
committerFruitieX <rasse@rasse-laptop.(none)>
Wed, 13 Oct 2010 10:34:51 +0000 (13:34 +0300)
balanceXonotic.cfg
qcsrc/server/w_nex.qc

index 225b0db8d907145a39c5ac6eac231d8abfd0d9e1..08ee53140d88a60323a6fa79b6cc28acedc27c21 100644 (file)
@@ -413,7 +413,7 @@ set g_balance_crylink_secondary_line_lifetime 2 // range: 4000 full, fades to 80
 set g_balance_crylink_secondary_line_fadetime 2
 // }}}
 // {{{ nex
-set g_balance_nex_primary_damage 125
+set g_balance_nex_primary_damage 120
 set g_balance_nex_primary_force 500
 set g_balance_nex_primary_refire 1
 set g_balance_nex_primary_animtime 0.75
index 6b8ffb5328993d6070b9ef20ae9ac37630cba36a..e4c6347fedf430d3f505b5ce7b66e22815f83409 100644 (file)
@@ -48,6 +48,7 @@ void W_Nex_Attack (float issecondary)
        // TODO: make it more obvious (through effects, indicator on weapon) that damage increases when speed increases
        mydmg *= f;
        myforce *= f;
+       //print("^1Damage: ^7", ftos(mydmg), "\n");
 
        W_SetupShot (self, TRUE, 5, "weapons/nexfire.wav", mydmg);