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Wrong damage calculation for SLUG weapons on medium and short range - MAJOR balancing bug

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8 years ago
May 27, 2017, 3:13:12 PM

Description

The damage calculation for all slug projectile weapons is way to high on medium and short range. Long range is correct with the 80% effectivness. But medium and short get a major damage buff. All other weapon types are correct. For exapmle the tier 2 titanium slugs have damage of 20 / 60 / 60 = long / medium / short. (Ship is attacker type + Kinetic enhancer. But even without kinetic enhancer the numbers are off.)

I can confirm that in the actual combat they do more damage than they should. In my test the did around 34 damage on short range. I think this is due to damage absorption, it should be below 24.


Steps to Reproduce

Put in one slug weapon and open the detailed stats for ship building.


Reproducibility

5/5


Expected Behavior

Calculation for tier 2 for example should be 20 / 24 / 24 = long / medium / short.


Version

1.0.5


Notes


Thanks to Silver Surfer who found this bug and reported it on Steam. Link is: http://steamcommunity.com/app/392110/discussions/0/1291817208494079357/

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8 years ago
May 28, 2017, 1:16:37 PM

OK i digged into the XML files. Especially the "SimulationsDescirptors[ModuleWepaon].xml. I tested around the penalties for different ranges and set the penalties for short and medium to 100%. So I thought this would be like beam weapons, that they will not have any damage in these ranges. But no, they had the that amount of damage which was too high.

So I digged deeper and it is connected to the flak ability of the slug weapons. I thought so at the beginning. The difference is the damage of the flak ability. So if you set your flak to 0, the damage of the slugs should be as exspected. What is curious is the fact, that flak get a 100% damage reduction on long range. So they aren't able to shot down missles at long range?


This leads to 2 possibilities:

a) This is inteded and the tooltips don't reflect that. I doubt that, Slugs would be way to strong.

b) Flak damage should not be linked to the damage of the slugs. I don't know how to do that. Perhaps the 100% damage reduction should also apply to medium and short range. I have to test if flak would then still be able to shot down missles.


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8 years ago
May 28, 2017, 8:33:20 PM

Sadly I have to give up. I messed around with the XML files. Sometimes removing flack damage completly or changing the ranges. Different tests and in the end the damage for slugs didn't change. What I could mess up was the ability of flaks to shot down missle alltogether. So even if I set the flak damage to 0 the slugs still do the same damage. In the end I wasn't able to change the slugs damage. The tooltip in the ship builder changed but in the battle the damage stayed the same.


So my conclusion so far is, that this is a UI bug. The flak damage is shown on top of the actual slug damage. Well this is good, so slugs aren't overpowered.

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