View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009252 | AI War 1 / Classic | Gameplay Issue | Aug 15, 2012 1:19 pm | Aug 16, 2012 8:43 pm | |
Reporter | Cinth | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 5.060 | ||||
Fixed in Version | 5.064 | ||||
Summary | 0009252: Cloaking and shields | ||||
Description | Had a Cloaker SS meander by a Mod fort with shield mod. Needless to say but everything that was under those shields (turrets in this case) lost their protection. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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I don't think I understand exactly what was happening; off the top of my head I don't know why cloaking and shields would interfere with another. Save? :) |
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I [i]think[/i] he's trying to say that when the fort got cloaked, it stopped projecting it's shield? I can't actually think of a time in game where I've had a cloak in range of a ship with a shield module. Huh. Sounds weird whatever is going on. D. |
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Spirecraft shield bearers do that, too. |
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Cloak on .. shields go down. The Neizul Fort does this if you build shield mods on it. If your using say a mod fort to protect something important, and a cloaker flys by, those important assets can lose their protection. There is a delay in the time a cloak goes down and shields come up that is exaggerated when the game slows down. |
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For 5.064: * The rule that "if a forcefield-projecting unit is fully cloaked, it turns off its forcefield" now no longer applies to player-controlled modules. It was messing with modular-fort shield modules pretty effectively. Thanks :) |
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That should do it, thanks :) This was another one of those wtf did I write down posts, only I didn't quite know how to clarify it :/ |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 15, 2012 1:19 pm | Cinth | New Issue | |
Aug 15, 2012 2:36 pm | tigersfan | Internal Weight | => Feature Suggestion |
Aug 15, 2012 2:36 pm | tigersfan | Status | new => considering |
Aug 16, 2012 11:34 am | keith.lamothe | Note Added: 0027701 | |
Aug 16, 2012 11:34 am | keith.lamothe | Assigned To | => keith.lamothe |
Aug 16, 2012 11:34 am | keith.lamothe | Status | considering => feedback |
Aug 16, 2012 12:10 pm | Dazio | Note Added: 0027702 | |
Aug 16, 2012 12:11 pm | Dazio | Note Edited: 0027702 | |
Aug 16, 2012 12:42 pm | Minotaar | Note Added: 0027703 | |
Aug 16, 2012 1:38 pm | Cinth | Note Added: 0027704 | |
Aug 16, 2012 1:38 pm | Cinth | Status | feedback => assigned |
Aug 16, 2012 8:35 pm | keith.lamothe | Note Added: 0027715 | |
Aug 16, 2012 8:35 pm | keith.lamothe | Status | assigned => resolved |
Aug 16, 2012 8:35 pm | keith.lamothe | Fixed in Version | => 5.064 |
Aug 16, 2012 8:35 pm | keith.lamothe | Resolution | open => fixed |
Aug 16, 2012 8:43 pm | Cinth | Note Added: 0027716 | |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Gameplay - General Complaint => Gameplay Issue |