Erekir Impact and Eruption Drill - Balancing PR
Implements This: (https://github.com/Anuken/Mindustry-Suggestions/issues/4913) The stats are now final, should be good enough to play with (also added cost nerfs) 200 sil -> 300 sil 200 tung -> 250 tung 120 thor -> 150 thor 20 oxi remains the same
Implemented liquidBoostIntensity in BurstDrill
thanks BalaM314 helping out here
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Still Working Numbers Out for ideal numbers
https://github.com/Anuken/Mindustry/assets/80511312/1ffbda85-6834-4d65-bbbd-5bcc720049ac
ive gotten feedback in #balancing
plans: using ozone as a booster instead (rechecking the correct stats) to solve the major issue of pre oxide pain on the high tung costs before lpb gets the ball rolling (although i do wish both is possible)
this should decouple whatever i want to do to eruption, since it was tight
Going to do some final changes here and it would prob be on hold till review changing block descriptions, a building cost nerf (the i/s has increased anyway), and general cleanuo
Early game tungsten economy is such a big headache up until you can mine it from walls, late game ground drills are just a convenience because they are simpler to do.
This has had an effect on multiplayer servers, the natural gameplay loop is to save on tungsten until you can break into high tech drills but thats not always an option when everyone is spending everything and its not like serpulo graphite or silicon where you can just make more you have to spend alot of power and resources to get tungsten early game.
Almost every erekir map/server just skips the early game by giving teams tons of free power and tungsten at the start just to skip this.
Okay i feel like it costing so much less oxide is going to be a selling point for it tbh, the high tung/sil costs although those should be high in production by the time you reach lategame
no further complaints ig