View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020739 | AI War 2 | Gameplay Issue | Nov 4, 2018 9:35 am | Apr 18, 2019 2:12 pm | |
Reporter | wm46 | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | won't fix | ||
Product Version | 0.805 Mercs, Hacks, and, Drones, Oh My | ||||
Summary | 0020739: Shield stacking broken | ||||
Description | Been messing around with my little shield bearer mod (still working on the model and textures for it though), and I noticed one thing that makes shield bearers very overpowered compared to last game is that shields no longer take damage based on which one is biggest at the time. This might not seem like much, but what it does mean is that if you had just two shield bearers at 50% shield, and you put them both right next to each other, one will regenerate to 100% while the other one is attacked. Now multiply that by a whole 50 shields, even if the AI were to AoE my shields down with a heavy beam cannon or grenade launchers, as long as one shield survives for long enough, the others will regenerate back to 100% even under constant fire. I assume the same holds true for planetary shield generators, so this should be changed eventually. | ||||
Tags | No tags attached. | ||||
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This sounds solvable by not letting shields overlap. Outside my area of expertise though. |
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Many forcefields at once on a planet (like more than the game natively supports) are not supported by the game. Shield bearers are a source of infinite numbers of bugs and exploits, and just visual mess as well, and we don't support them in any fashion. Sorry about that! |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 4, 2018 9:35 am | wm46 | New Issue | |
Nov 21, 2018 11:40 am | Dominus Arbitrationis | Note Added: 0050546 | |
Dec 4, 2018 4:40 pm | Michael | Assigned To | => Chris_McElligottPark |
Dec 4, 2018 4:40 pm | Michael | Status | new => acknowledged |
Apr 18, 2019 2:12 pm | Chris_McElligottPark | Status | acknowledged => closed |
Apr 18, 2019 2:12 pm | Chris_McElligottPark | Resolution | open => won't fix |
Apr 18, 2019 2:12 pm | Chris_McElligottPark | Note Added: 0051151 |