View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0006435 | AI War 1 / Classic | Bug - Gameplay | Mar 5, 2012 2:00 pm | Mar 5, 2012 8:18 pm | |
Reporter | HTL2001 | Assigned To | keith.lamothe | ||
Status | assigned | Resolution | open | ||
Product Version | 5.027 | ||||
Summary | 0006435: Ships get shots off on Black Widow golem before paralysis | ||||
Description | When a ship gets tractored by a black widow golem, they will get one shot off on the golem when the 'can target ship tractoring me regardless of range' logic kicks in, before the paralysis prevents them from shooting. | ||||
Tags | No tags attached. | ||||
Internal Weight | Fix Before Major Release | ||||
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I'm really curious if the "can target ship tractoring me regardless of range" logic is still even needed. What problem was it trying to address? |
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@Hearteater It's primarily to prevent things with tractor beams from being a such a strong counter to short range stuff. Otherwise, in the face of tractors, short range stuff becomes near useless. Now that is the problem its trying to address. Whether that is a problem that needs to addressed is debatable. One could make an argument that this is an acceptable risk of using short ranged ships. I personally like this rule, as it gives a way out of tractor beam guardians and ether-jet tractors. But I could live without it too. |
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confirmed, I have seen the same thing. I didn't post it on mantis because I don't know if it is intended or not, but ships do get a shot at black widows before the paralyze effect kicks in. I'm not sure if this happens all the time though, but I have seen it happen at least once. |
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Just to clarify, the problem is that the ship being paralyzed gets to fire once (reloading if needed) before the paralysis sets in, right? Or is it that if the ship does not need to reload, it can fire before the paralysis sets in? Hmm, I wonder if this is a problem with paralysis in general, or just "tractor paralysis". Is anyone willing to test other paralyzers? |
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Looking over the ranges, it appears vs. Mark I Tractor Turrets, only Gravity Drains, Gravity Rippers and Acid Sprayers are able to get locked down. I could see that being somewhat of a problem. But by Mark III Tractor Turrets, far too many ships get shut down (like Bombers and Fighter). |
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How about a damage debuff proportional to the range extention? So if it fires twice as far, it deals half the damage. |
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"Hmm, I wonder if this is a problem with paralysis in general, or just "tractor paralysis"." The thing here is that the tractoring and paralysis are supposed to happen at the same time, but it seems the tractoring happens first, which allows for the extra range, and then paralysis kicks in. |
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yeah it's kinda hard to test with other ships, because well... black widow golems are the only ships that have paralyzing tractor beams. The way I have seen it is that the tractor beam locks onto a target, then the logic of tractored ships being able to hit whatever is causing them to be tractored regardless of ship range kicks in. and then the paralyze effect starts. regular paralyzing ships seem to be working normally. |
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i can understand this being a problem. i also could see this as an intended consequence. i lean on the this is the way ti should work side since the paralysis is to slow down the fire killing the golem not eliminate it. i would strongly recommend testing the case of firing time resetting due to tractor. but if that isnt happening i think it should be marked working as intended for now. thats my 2 cents |
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It does not reset the shot timer, but it does allow ships that would otherwise not get within firing range before dying to get shots off. The golem does engine damage as well which, if the tractor could be turned off, would keep most ships from ever reaching firing range. |
Date Modified | Username | Field | Change |
---|---|---|---|
Mar 5, 2012 2:00 pm | HTL2001 | New Issue | |
Mar 5, 2012 3:54 pm | Hearteater | Note Added: 0020401 | |
Mar 5, 2012 4:23 pm | TechSY730 | Note Added: 0020404 | |
Mar 5, 2012 4:23 pm | TechSY730 | Note Edited: 0020404 | |
Mar 5, 2012 4:24 pm | TechSY730 | Note Edited: 0020404 | |
Mar 5, 2012 4:24 pm | TechSY730 | Note Edited: 0020404 | |
Mar 5, 2012 4:25 pm | zoutzakje | Note Added: 0020405 | |
Mar 5, 2012 4:26 pm | TechSY730 | Note Edited: 0020404 | |
Mar 5, 2012 4:28 pm | TechSY730 | Note Added: 0020406 | |
Mar 5, 2012 4:29 pm | TechSY730 | Note Edited: 0020406 | |
Mar 5, 2012 4:39 pm | tigersfan | Internal Weight | => Fix Before Major Release |
Mar 5, 2012 4:39 pm | tigersfan | Assigned To | => keith.lamothe |
Mar 5, 2012 4:39 pm | tigersfan | Status | new => assigned |
Mar 5, 2012 4:47 pm | Hearteater | Note Added: 0020407 | |
Mar 5, 2012 4:51 pm | Ranakastrasz | Note Added: 0020409 | |
Mar 5, 2012 5:53 pm | HTL2001 | Note Added: 0020411 | |
Mar 5, 2012 6:38 pm | zoutzakje | Note Added: 0020415 | |
Mar 5, 2012 7:03 pm | motai | Note Added: 0020418 | |
Mar 5, 2012 8:18 pm | HTL2001 | Note Added: 0020419 |