View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020103 | AI War 2 | Bug - Gameplay | Sep 1, 2018 1:23 pm | Sep 7, 2018 7:57 pm | |
Reporter | malkiel | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.764 Mercenary Surge | ||||
Fixed in Version | 0.768 Golem Rebirth | ||||
Summary | 0020103: Beam cannons are not firing at enemies towards the end of their "range circle"... | ||||
Description | I always loved watching my Mk IV beam cannon annihilate legions of enemies. with a pair of Mk. II beam cannons in nearly every system I control I've been failing to see anything that looks like the shiny beam blast. If you can't see them shoot, it's hard to know they're working.... After much more testing, I found something that could be the problem... Range is reading as 15000, weapon text says 19447 (or some similar number, can't recall) the early testing cannon was probably out of the 15K range. ^note I did modify the shot type in the XML to try and get something I could see firing prior to noticing this, but I changed it back. The above having been said, these are trash. A cap of mark 3 beam cannons (2 of which were in firing range, 1 was within it's range circle but refusing to fire, causing me to think this could be the problem) vs. 48 Mk I Armor ships managed to kill a total of 4 armor ships and wound probably a dozen more. They did nowhere near the stated damage, unless I really misunderstand the armor mechanics. The most I got out of a single shot was around 1200 hull off the target, quite often was only seeing 400ish hull damage from a shot. for a weapon claiming 2400 damage a shot on targets with 180mm armor, I expected a lot more bang. The armor ships then wandered off, intimidated into retreat by my massive advantage in strength calculation. | ||||
Tags | No tags attached. | ||||
related to | 0019366 | resolved | Chris_McElligottPark | beam weapons visuals |
related to | 0019365 | resolved | Chris_McElligottPark | Laser visuals to function. |
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I know that currently there are no beam weapon visuals in the game - it won't show anything when it fires. Hm...there's a line in the XML for a beam length multiplier. I wonder if you put the turrets on the wormholes, then spawned a wave if they'd do damage then...if so, it's purely a range issue - like the old tesla turrets, having a longer firing range than their damage range. |
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I was completely wrong. Haven't been playing the game for a few days so didn't notice they have a beam length on the tooltip. They...fired, but did so little, less than their stated damage. They also apparently completely missed the ships inbetween the two it hurt. So same thing as you reported. So indeed, there's something pretty wrong with beams. |
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yeah, been messing with this since I got up this evening. I guess it's MLRS/Laser defense for me until a fix comes out. Couldn't find anything I know how to modify dealing with the beam shot. :( Bright side, I think I spotted a typo in one of your merc groups? I'll make a separate report for you on that, easy to fix. |
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Do you have a savegame with beam weapons set up where they are doing the wrong thing? And by wrong thing, I am understanding it to be: 1) They fire the right correct distance. 2) But the distance might not be what the range circle shows? 3) And they don't do the right damage. 4) And they miss some ships? 5) And yeah, we need beam graphics. |
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Thanks! * The calculations for beam weapons, and the stats that they use, have been reworked substantially. The targeting turned out to be quite offset from what was advertised, because we don't have enough precision in our fixed-int math to get the angular positions well. This is unfortunate, but for now we're just switching to making it so that you just fire one powerful beam per weapon. It looks cool enough as it stands, it actually hits what it aims at, and we can deal with the added beam-fans later on if need be. |
Date Modified | Username | Field | Change |
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Sep 1, 2018 1:23 pm | malkiel | New Issue | |
Sep 1, 2018 1:26 pm | RocketAssistedPuffin | Note Added: 0048695 | |
Sep 1, 2018 1:39 pm | RocketAssistedPuffin | Note Added: 0048696 | |
Sep 1, 2018 10:49 pm | malkiel | Summary | Beam cannons are not firing at enemies... => Beam cannons are not firing at enemies towards the end of their "range circle"... |
Sep 1, 2018 10:49 pm | malkiel | Description Updated | |
Sep 1, 2018 10:57 pm | malkiel | Note Added: 0048706 | |
Sep 5, 2018 4:43 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Sep 5, 2018 4:43 pm | Chris_McElligottPark | Status | new => assigned |
Sep 5, 2018 4:45 pm | Chris_McElligottPark | Note Added: 0048898 | |
Sep 6, 2018 11:20 am | Chris_McElligottPark | Relationship added | related to 0019366 |
Sep 6, 2018 11:20 am | Chris_McElligottPark | Relationship added | related to 0019365 |
Sep 7, 2018 7:57 pm | Chris_McElligottPark | Status | assigned => resolved |
Sep 7, 2018 7:57 pm | Chris_McElligottPark | Resolution | open => fixed |
Sep 7, 2018 7:57 pm | Chris_McElligottPark | Fixed in Version | => 0.768 Golem Rebirth |
Sep 7, 2018 7:57 pm | Chris_McElligottPark | Note Added: 0049133 |