Tank fixes, craftable Hazmat suits, optimizations, and more.
The coaxial machinegun has been adjusted to properly aim at the target. It used to aim slightly to the right, so the only reason people were being hit was due to aim cone! It is now much more deadly. To slightly compenstate, I reduced the damage per bullet to 7 (was 10).
Gooseman also updated the main cannon and coaxial muzzle flashes and man are they good. They spit out casings and everything.
Oh, and you'll no longer get kicked for flyhack if you manage to jump on it. However, its coaxial can now hit you when you're standing on top of it, so good luck with that.
Lastly, the loot tables have been adjusted. It will no longer drop C4 or regular rockets. This was a problem where you could destroy a bradley with one C4, earn three, and keep doing it, effectively using it as an explosives farm. The most you can hope for now is a few HV rockets or a handful of grenades in terms of explosives. Other notable elements in the loot table are autoturrets, weapons and ammo, and armored doors (if you're lucky).
Unfortunately, I was unable to get the secondary and tertiary weapons online this week, which means I'll need a few more days next week to finish up. When I'm done with those, I can move on to more important elements such as sorting out the progression and raid balance issues in the game, as well as other important things in the roadmap.
This should give a bit more of a visual difference between players and scientist NPCs, while still providing players with some protection against radiation. It's not quite as MacGyver'd as the old radsuit (RIP frog booties), but still looks like it's been cobbled together from various scavenged pieces. This is a rough blockout of one option, but over time I'd like to model all the variations in the concept so they can be swapped out. You can check out Paul's awesome concept art below: