View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0026847 | AI War 2 | Balance Issue | Apr 6, 2022 4:24 am | May 14, 2022 12:24 am | |
Reporter | Ithuriel0 | Assigned To | CRCGamer | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.012 The Zeusathon | ||||
Fixed in Version | 5.010 Client Message Order | ||||
Summary | 0026847: Fuseball Turrets deals split damage but has no cap for how many units the attack splits to | ||||
Description | Most weapons that I see in the game that split their damage between all enemies in the radius cap out at a certain maximum number of enemies, to avoid the issue where they hit a group of 120 enemies and do almost no damage to all of them. However, Fuseball turrets still have the old way of doing these things, where their primary attack could be potentially split over 500 target. Should this perhaps be updated to cap the maximum number of targets hit to something like 20 or 50? | ||||
Tags | No tags attached. | ||||
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Went ahead and gave the Fuseball an upper target hit cap of 30. This turret has a rather high damage output that under certain conditions can be hard focused against one target. So the damage spread is meant to mitigate just how badly it can snipe priority targets through their shields in a big brawl. Though in a siege situation against fixed AI defenses it shows its full potential. |
Date Modified | Username | Field | Change |
---|---|---|---|
Apr 6, 2022 4:24 am | Ithuriel0 | New Issue | |
Apr 6, 2022 4:24 am | Ithuriel0 | File Added: image.png | |
May 14, 2022 12:24 am | CRCGamer | Assigned To | => CRCGamer |
May 14, 2022 12:24 am | CRCGamer | Status | new => resolved |
May 14, 2022 12:24 am | CRCGamer | Resolution | open => fixed |
May 14, 2022 12:24 am | CRCGamer | Fixed in Version | => 5.010 Client Message Order |
May 14, 2022 12:24 am | CRCGamer | Note Added: 0066770 |