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IDProjectCategoryLast Update
0009982AI War 1 / ClassicBug - GameplayMay 3, 2013 10:59 am
Reporterzoutzakje Assigned To 
Status newResolutionopen 
Product Version6.009 
Summary0009982: AI Champion and Fortress Command shield modules don't die nearly as fast from Artillery Golem fire as they should
DescriptionSomething really odd is going on and I have no idea what. I'll just explain what I'm seeing.
I'm playing against Heroic and Fortress King and my Artillery Golem is not doing much against them.
When fighting a single champion, the Artillery golem needs multiple shots to kill one. One for the shield and one for the champion itself (which I find a bit odd already, but allright). Sometimes it actually needs more than 2 shots.
when fighting multiple champions at once, which have shields that cover eachother, Arty is often useless.
The champions I'm currently fighting have 30 mill hp and a bit more than 11 mill shield. So if I'm fighting 7 champions at once, I'm expecting that a single Arty shot instantly kills one champion or at least a whole shield. But the reality is different. Once the champions shields are down, Arty kills one champ per shot, like it's supposed to. But it sometimes can't do much at all to their shields.
Similair story for the fortress command stations. Arty often needs more than one shot just to kill it's shield.
I have a feeling that this is the case with every ship I send to attack the champions, not just the Artillery golem. It's just so obvious with Arty because of his high firepower. It's like some shots don't hit shield modules at all or only do some of the damage.
I have to cancel my game because of this. To much hassle to find something else that works when the Arty just should do it's job and destroy champions without wasting shots.

I don't think uploading a save is necesary because I've been experiencing this throughout the whole game (and thus should be easily duplicated), but I will do it anyways. I didn't report earlier because it wasn't much of a problem before, champions died easily enough. But now that they come in waves with 7 or more and actually kill Arty, I figured it's time to report this to the devs.
I saved right after I put everything in place for a wave warning that contains 7 champions. Wait for the wave to come, activate Arty golem and let it attack the champions. You'll see what happens (or well, what doesn't happen, actually).

I just tried it again myself. Arty fires 7 shots aimed at a champion. 5 shields down, all champions still very much alive. What happened to the other 2 shots is a mystery.

My suggestion would be to find a way to make shield modules one with the ship they're protecting, so that no damage is lost. This wouldn't fix my problem entirely, but it would be a step in the right direction.
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zoutzakje

Dec 3, 2012 11:16 am

reporter  

7FortressKing7Heroic.sav (410,471 bytes)

TechSY730

Dec 3, 2012 12:26 pm

reporter   ~0029091

By making the "shield module one with the ship", you mean that if a shield module is "overkilled", then the excess damage will be applied to the ship itself (or maybe to other shield modules on that same ship first, any overkill to them recursively applying the same process, then only applying the overkill to the parent ship if there are no other shield modules)


While that would nerf modular shields very hard, it would make them a bit less abusive.

TechSY730

Dec 3, 2012 12:48 pm

reporter   ~0029092

As for the actual issue.

Maybe some of the champions have multiple shield modules?
Right now, multiple shield modules on the same ship are put on the same place, making it hard to tell when one ship has multiple shield modules.

zoutzakje

Dec 3, 2012 12:59 pm

reporter   ~0029093

yes, that's exactly what I meant with making the shield module one with the ship.

And yes, I guess it would be possible then for the champions to have multiple shield modules, though that would mean some of them have 3, maybe even 4 shield modules on them.
And it still doesn't explain why I'm seeing this with fortress commands as well, unless they can stack shields too.
I'd be ok with shields not becoming one with the ship, but at least let shields become one with the other shields, if you know what I mean. Let the excess damage hurt the other shield modules on the same ship as well.

Besides, wouldn't it be about time the champs get at least some sort of nerf? :P

TechSY730

Dec 3, 2012 1:30 pm

reporter   ~0029094

It would also nerf fallen spire ships (which probably could also use a nerf) and riot control ships (while they arguably could use a nerf, I don't think its the durability that is what makes them abusable)

zoutzakje

Dec 3, 2012 8:14 pm

reporter   ~0029095

How about allowing only 1 shield module for each modulair ship, but substantially buffing the shields themselves? This would at least prevent confusion, as I'm sure I'm not the only one.

KDR_11k

Dec 4, 2012 11:17 am

reporter   ~0029096

That would change the heavy weapons balance dramatically as you'll get more free slots.

Radiant Phoenix

May 3, 2013 10:59 am

reporter   ~0031571

How about making the shields actually sit in their module slots? Then people will be less confused.

Also, Fallen Spire ships in no way need a nerf.

Issue History

Date Modified Username Field Change
Dec 3, 2012 11:16 am zoutzakje New Issue
Dec 3, 2012 11:16 am zoutzakje File Added: 7FortressKing7Heroic.sav
Dec 3, 2012 12:26 pm TechSY730 Note Added: 0029091
Dec 3, 2012 12:48 pm TechSY730 Note Added: 0029092
Dec 3, 2012 12:59 pm zoutzakje Note Added: 0029093
Dec 3, 2012 1:30 pm TechSY730 Note Added: 0029094
Dec 3, 2012 8:14 pm zoutzakje Note Added: 0029095
Dec 4, 2012 11:17 am KDR_11k Note Added: 0029096
May 3, 2013 10:59 am Radiant Phoenix Note Added: 0031571