dalolorn wrote:5thHorseman wrote:I got it. The cooldown number of 40 does match to a 50 second cooldown, and the steps are hard coded to be a percentage. You can put more than 4 power into it but it does weird things. I had an amusingly OP steady stream of ion blasts coming out of the thing at one point.
My problem wasn't with the cooldown, it was actually that, once the cooldown stopped it didn't know what to shoot so it just sat there, full. To my tired and untrained eyes it looked like it was moving slow because it HAD mad progress, but in fact it had stopped, trying to shoot a nothing at the enemy.

So the 50 second cooldown is 125% of the set cooldown. I don't quite understand the second paragraph, though.
I think that's right. 8 is a 10-second cooldown which is what I wanted. leveling it up to 4 makes it a 4 second cooldown which is also what I wanted. So lucky me. For fun, I tried level 8 and it was a machine gun.
For the 2nd paragraph, I misspoke. I DID make that* mistake as well (which caused my blasts to do no damage at all, which was funny in and of itself) but the mistake that caused my artillery ion to charge up and then not fire was that the original cannon doesn't have a <shots> variable. I guess you don't need it with a beam because it's always 1. Well, you do need it for an Ion (and I'd assume a laser and missile) or it thinks (very reasonably) that you want it to do 0 shots.
*EDIT: "that mistake" was not adding ion damage to the blueprint for the artillery_fed. I removed the damage because I wanted it to be ion damage, but I forgot to add the ion. So, it fired an ion blast that, when it hit the shield, did nothing.
