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IDProjectCategoryLast Update
0002012AI War 1 / ClassicSuggestion - Balance TweaksDec 11, 2010 11:30 pm
ReporterSpikey00 Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version4.049 
Summary0002012: 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! ♥
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keith.lamothe

Dec 11, 2010 8:23 pm

administrator   ~0006012

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 :)

Lancefighter

Dec 11, 2010 9:39 pm

reporter   ~0006031

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.

keith.lamothe

Dec 11, 2010 9:42 pm

administrator   ~0006033

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...

Lancefighter

Dec 11, 2010 9:49 pm

reporter   ~0006035

Fair enough :)

I hope you get to autobombs/rams sometime >.> suicide units need some love too!

keith.lamothe

Dec 11, 2010 9:51 pm

administrator   ~0006036

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 ;)

Spikey00

Dec 11, 2010 11:23 pm

reporter   ~0006042

I'm very interested to see what you have in store for the autobombs.

Lancefighter

Dec 11, 2010 11:30 pm

reporter   ~0006043

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.

Issue History

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