Closed Dethdeath closed 1 week ago
After checking the ADB entry for the spitfire_aa
, the spitfire_aa_weapon
, the spitfire_aa_ammo
and the spitfire_aa_projectile
, all the numbers in our custom definitions line up correctly. The Cerebus has an automatic firing rate of 300 and the normal Spitfire has an automatic fire rate of 150. The Cerebus does 5 damage per shot to Infantry, the normal Spitfire does 15 damage per shot to Infantry. There's nothing in the values to indicate how the retaliatory period for spitfires compares to the standard shooting mechanic, if there is any difference, but given that the only thing I can do is point and shoot, there's nothing I can do to manually adjust the fire rate.
I think I can modify the damage from the Cerebus
so that any target that isn't a flying vehicle gets damage reduced by one or two points.
Cerberus turret damage is too high in some cases, it becomes even more clear when compared to spitfire turrets.
Wiki:
Game help message:
Lightning vs Spitfire (around 37 seconds TTK):
https://github.com/user-attachments/assets/a71a9343-4510-4b76-92f1-dc9abf1527f0
Lightning vs Cerberus (around 20 seconds TTK):
https://github.com/user-attachments/assets/ec60433b-2f38-4397-8465-36bf7fe1beec
Rexo vs Spitfire (around 4 seconds TTK):
https://github.com/user-attachments/assets/ccc6361f-efe9-4575-a9be-06e739da921e
Rexo vs Cerberus (around 9 seconds TTK):
https://github.com/user-attachments/assets/5f52c114-28e4-40e7-94fa-45a695df3c96
So it's fairly obvious the TTK of the cerberus turret vs ground vehicles especially is too small. It also seems too small vs infantry as they used to take longer to kill infantry. I don't know if we have exact numbers for this somewhere, but that would be preferred over guesswork 😛