View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0000893 | AI War 1 / Classic | Gameplay Idea | Oct 25, 2010 10:39 pm | Sep 7, 2011 7:22 am | |
Reporter | Lancefighter | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Summary | 0000893: Forcefields with armor | ||||
Description | Is it possible to give forcefields armor (and more importantly, will that armor always take effect?) The general idea being that you could have two lines of forcefields - a hardened one, with high armor amounts but lower overall HP, and the usual bulletsponge one with high HP. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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Actually they could use the armor... Shield bearers already have armor. Not sure if it works correctly when they take hit instead of protected unit. |
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It should take into account the FF/FFBearer's armor when the FF takes the hit, as damage multipliers are taken into account correctly (bonuses versus structure/heavy instead of the intended target). |
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well, yes, it /should/, but have you verified with FFbbearers? (or i suppose spire shield posts, not sure if they have armor) |
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Having not fought against FFBearers yet, I haven't been able to confirm or deny. |
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ok, well, i wrote a nice science post reguarding armor on forcefields... wrote, past tense. Obviously its not here. Armor works fine, in most cases armor is applied when the shot is fired, not when it hits - a unit that moves under a forcefield will mean the forcefield takes the damage that the unit wouldve taken. This is actually GOOD for most forcefields.. a base ff has no armor riot shields and ff bearers have armor, 8k each. when I did some testing: riot armor applied fine ff bearer armor seemed a little weird - against a mk2 siege, I had a mk1 ff bearer take 648k damage, not the total, 660k, or the expected, 644K. Is reproducible.. if you can spawn forcefield bearers on command. in all other cases, armor seems to preform well. ff bearers can be armor boosted, which leads to some incredibly win armor-ship esque forcefields. |
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> ff bearers can be armor boosted *Laughs!* In one game I have going, I have a fleet blob with FFBearers and managed to leach a single Mk2 Armor Booster ship from the AI. Amazingly I haven't lost said booster yet, although I was still losing a huge number of ships including FFBearers (197% kill-to-loss, compared to my ally's 600%+ without the FFBearers). |
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Giving FFs significant armor now would be a bad idea in my opinon. Cruisers are already pretty toothless against any forcefield, even moreso than fighters, and that really takes the danger out of fighting waves of them since you can sit there for a while with them trying to pound it down and just keep chain building FFs to stay up for however long you need. Giving FFs significant armor would just mean that would take even an even longer less exciting time. |
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We really nerfed the armor of almost all ff's a while ago; I think they all only have 200 armor now. Except the Riot's onboard shields, which are thematically supposed to be on the weak side in terms of raw sponge ability but can really shut down little stuff. Of course, now that armor can achieve a max of 80% damage reduction (instead of 95%), it's not as much of a shutout. If you see some other ff with higher than 200 armor, let me know. |
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I thought FF Bearers had 800 now. Or they did last I checked. I'm using them in the game I've played the last two days, but I didn't check their tooltip for their armor value explicitly. |
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Oh, that could be from cap scaling. I think I'm just going to zero out those ff armor values entirely to get rid of that funny business. |
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Riots should probably keep that armor, it's really difficult to get the riot shields to protect smaller ships (most of them collide and zip off somewhere else). But yes. Armor on FFBs is kind of cheesy. |
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Right, the Riot shields are basically a separate mechanic. |
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I suppose this is resolved, and should be marked as such. |
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Quite right :) Added the thank-you note to the release note about the hardened generators, too, I had just forgotten where the original suggestion had come from. |
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Three points, if I may add them (I'm unsure if I should open a new report or carry on though): First: Never, ever, ever give the AI these forcefields. It's painful enough having to take down a forcefield far enough to blow up whatever is beneath them, we don't need the added armor and non-reduction in area. Please? Second: Have the forcefield disengage if it drops below a certain percentage (say, 5% or less). This would allow them to be stacked with normal forcefields more efficiently; right now, the hardened forcefield takes nearly all the damage, explodes, and only after that the normal forcefield starts taking heavy damage (since the normal forcefield shrinks a bit after the first few hits until the hardened forcefield covers it). Third: A slightly different forcefield graphic would be nice, in order to differentiate between them. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 25, 2010 10:39 pm | Lancefighter | New Issue | |
Oct 26, 2010 11:58 am | orzelek | Note Added: 0002153 | |
Oct 26, 2010 6:42 pm | Draco18s | Note Added: 0002179 | |
Oct 26, 2010 7:39 pm | Lancefighter | Note Added: 0002183 | |
Oct 26, 2010 10:25 pm | Draco18s | Note Added: 0002196 | |
Nov 3, 2010 5:01 am | Lancefighter | Note Added: 0002596 | |
Nov 3, 2010 11:21 am | Draco18s | Note Added: 0002613 | |
Dec 4, 2010 1:13 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 4, 2010 1:13 am | Chris_McElligottPark | Status | new => considering |
Dec 4, 2010 1:35 am | Suzera | Note Added: 0005153 | |
Dec 4, 2010 11:30 am | keith.lamothe | Note Added: 0005201 | |
Dec 4, 2010 11:37 am | Draco18s | Note Added: 0005204 | |
Dec 4, 2010 11:37 am | Draco18s | Note Edited: 0005204 | |
Dec 4, 2010 11:59 am | keith.lamothe | Note Added: 0005212 | |
Dec 4, 2010 12:02 pm | Draco18s | Note Added: 0005213 | |
Dec 4, 2010 12:12 pm | keith.lamothe | Note Added: 0005214 | |
Sep 6, 2011 5:23 pm | Lancefighter | Note Added: 0013150 | |
Sep 6, 2011 5:29 pm | keith.lamothe | Note Added: 0013152 | |
Sep 6, 2011 5:29 pm | keith.lamothe | Status | considering => resolved |
Sep 6, 2011 5:29 pm | keith.lamothe | Resolution | open => fixed |
Sep 7, 2011 7:22 am | Toll | Note Added: 0013161 | |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - Gameplay => Gameplay Idea |