Chameleon assassinate chance raised from 25 to 50%
Chameleon Plastique Explosive damage significantly increased.
Portable Generator and Deployable Solar Panels have been removed.
Irradiation Turret projectile changed and no longer requires someone controlling it to fire on enemy players.
Pushed another update tonight (3/31/15) with some more things to test.
4/24/15 UpdateChameleon plastique explosive damage has been reduced. It will now take five to destroy a blast wall or a jump pad.
The message for chameleon pack failure has been changed to make it less ambiguous as to why it's failing.
The warning messages to chameleons for interference levels from deployed pussycats has been changed for the same reason.
The distance that pussycats begin detecting and interfering with chameleon pack has been increased from 25 to 50. It's important to note that the way pussycats are currently coded has their chance of deactivating a chameleons pack based on the distance of the chameleon to the actual pussycat. The closer you get to a deployed pussycat, the higher the chance it has of deactivating your pack.
The penalty damage applied to players for having the ghost pack active has been slightly reduced from 0.05 to 0.03. The warning message given when attempting to turn off the ghost pack while inside a wall has also been changed to be less ambiguous.
The maximum amount of jump pads per team has been increased from 3 to 5.
The vortex turret has been given a 0.01 damage value which will enable it to correctly pull enemy players in again and rarely trigger the vortex turret damage kill messages.
The particle beam turret killer beam fade time has been increased.
The cost of the Irradiation Turret has been reduced from 3050 to 2250 to match the price of a Nuclear Turret and enable builders to purchase them from their beacon inventories which have a default 3000 credits.
Deployed Missile Turrets range have been increased and now have a separate projectile type from map Missile Turrets. Their rockets travel much slower and deal less damage and are easily avoided by players and mobile vehicles, but not hovering vehicles. Their delay after firing has also been increased. The total amount per team has also been decreased to three.
Deployed mortar turrets, plasma turrets and fusion turrets now have a longer range.
edit:
The shockwave cannon kickback has been reset to classic. This chameleon and warrior weapon is mainly used for self boosting as it barely does any damage. You can also boost other players around, but not by much unless they are light armor as well.
Particle Beam standard mode beam is no longer set to detachFromShooter to fix misfire when aiming up or down. Fade time has been reduced back to slightly higher than default to compensate because the beam will follow your crossair after firing without detach.
Laser Turrets beam fade time has been increased from 0.5 to 1.5
Deployed Missile Turrets rockets travel speed has been increased from 25.0 to 45.0 which is still slower than map missile turret rockets at 72.0, but should now be fast enough to actually be a threat to vehicles while slow enough to easily dodge by players who stop jetting. Deployed missile turrets damage and fire rate are also still less than map missile turrets, but they have a higher detection range and the missiles will track you for longer before dying themselves.
Chameleon and Warriors Shockwave Cannon weapon has correctly been updated to the new values. The kickback strength has been increased from the old BR setting of 150.0 to 280.0, default annihilation was 350.0. The muzzle velocity has been decreased from 180.0 to 50.0 and terminal velocity from 100.0 to 50.0 to make it not as viable for door spamming from a distance.
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now displays as the inventory header message while inside the inventory screen
thelandofoz.net/br now displays for mobile inventory, deployed beacon inventory and airbase inventory names.