View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0002012 | AI War 1 / Classic | Suggestion - Balance Tweaks | Dec 11, 2010 8:17 pm | Dec 11, 2010 11:30 pm | |
Reporter | Spikey00 | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.049 | ||||
Summary | 0002012: Spire ships reloading due to overkill | ||||
Description | <Lancefighter> i shall explain <Lancefighter> If you kill a target before the ship stops firing <Lancefighter> overkill 'gimme another shot' kicks in <Lancefighter> thus <Lancefighter> vs fleet ships.. <Lancefighter> assuing both are stationary <Lancefighter> you have to guarentee that the frigate kills its target <Lancefighter> a graet way to show this <Lancefighter> take a frigate, and shoot up a neinzul regen chamber <Lancefighter> it should kill the regen chamber and instantly get another shot There you go, Lance! ♥ | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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I don't _think_ that's what's happening, but it's a very good guess, and I've put in a change to ensure that continuous beam weapons don't get overkill-reload-refund, just in case. When 4.050 comes out (no idea when, sorry), please retest and see what happens :) |
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No, its exactly what is happening. I ran a few perfectly scientific tests last night around 4am to make sure it was so. its like the old 'why is this multiple shot ship firing like a machinegun'.. because the beam weapons almost always kill a stationary fleet ship, their target, and punch through a few more. Then, because their target died before their shot hit (or something to that effect), they get another shot. Like i said, if you shoot a regen chamber, and anything else is nearby, you will see the beam pulse twice. I mentioned this to you on irc a few days back, where you dismissed it.. So, in the mean time, I DEMAND spire beams be scaled with game speed scaling, as they currently are not, in compensation. |
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Well, it didn't mean to dismiss it; and I saw it happening in my own experience. What I was saying is that I wasn't certain that this particular reload-time thing was what was causing it :) But like I said, it's a good guess, and I acted on it. I guess I'll eventually get around to the scaling with game speed, y'know, maybe ;) Working on youngling balance atm... |
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Fair enough :) I hope you get to autobombs/rams sometime >.> suicide units need some love too! |
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Yea, been holding off on the melee and kamikaze and aoe units since they need a very different approach balance-wise. But the awesomebomb's day is coming ;) |
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I'm very interested to see what you have in store for the autobombs. |
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eh tbh, i dont expect it to be anything more than autobombs base hp to 30k*mk (not actually sure what current base hp is) damage to 6k*mk speed to flat 88 and thats it. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 11, 2010 8:17 pm | Spikey00 | New Issue | |
Dec 11, 2010 8:23 pm | keith.lamothe | Note Added: 0006012 | |
Dec 11, 2010 8:23 pm | keith.lamothe | Status | new => resolved |
Dec 11, 2010 8:23 pm | keith.lamothe | Resolution | open => fixed |
Dec 11, 2010 8:23 pm | keith.lamothe | Assigned To | => keith.lamothe |
Dec 11, 2010 9:39 pm | Lancefighter | Note Added: 0006031 | |
Dec 11, 2010 9:42 pm | keith.lamothe | Note Added: 0006033 | |
Dec 11, 2010 9:49 pm | Lancefighter | Note Added: 0006035 | |
Dec 11, 2010 9:51 pm | keith.lamothe | Note Added: 0006036 | |
Dec 11, 2010 11:23 pm | Spikey00 | Note Added: 0006042 | |
Dec 11, 2010 11:30 pm | Lancefighter | Note Added: 0006043 |