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Seeing as the pinned thread gets no response - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Mod General Discussion (https://discoverygc.com/forums/forumdisplay.php?fid=37) +--- Thread: Seeing as the pinned thread gets no response (/showthread.php?tid=57359) |
Seeing as the pinned thread gets no response - Hone - 03-26-2011 The shield damage/capacity is bugged, guns do too much damage against shields. I tested this out with GB vs bomber: 2 pulse canons doing roughly 10k shield damage each, can take out a roughly 24k graviton shield in one volley, if they hit simultaneously. If they dont hit simultaneously they still do too much damage, but the shield has time to regen a little so it is not always knocked out. This is despite graviton shields supposedly being more resistant to pulse weapons, as well as the extra 4k capacity the shield has, over what the pulses are doing. I also tested it vs the GB with my SAC, the GB shield has 140k capacity, whereas the sac does 66k shield damage, therefore it should drain less than half a GB shield, but in fact it drains over half. Either the shield infocards are all wrong, or all the weapon infocards, or the shield damage is bugged. Please could this be fixed? Seeing as the pinned thread gets no response - Neves - 04-07-2011 I've noticed the same thing. One gunboat pulse canon can take down a class 10 graviton shield in one shot, but it's not supposed to, at least according the stats of the gun and shield. Seeing as the pinned thread gets no response - mjolnir - 04-07-2011 Shield goes down once less than some 10% (don't remember exact number) of it's hitpoints are left. The extra damage still counts "in background" though. Example 10k shield gets 9500 damage, leaving 500 left, but goes down. After the turn-off period it comes up with 500 + turn off time*shield recharge hitpoints 10k shield gets 11k damage and goes down. After the turn-off period it comes up with turn off time*recharge hitpoints. Seeing as the pinned thread gets no response - Neves - 04-08-2011 ' Wrote:Shield goes down once less than some 10% (don't remember exact number) of it's hitpoints are left.Ah, got it. Thanks for the explanation. edit: on second thought, there still seems to be some problem here. A class 10 VHF graviton shield has the capacity of 11038 while a gunboat pulse canon does 10350 shield damage in one shot. If the graviton gets 20% reduction in pulse damage, the gunboat pulse canon only does 8000 sth shield damage to a VHF class 10 shield, leaving 30% of the shield hitpoint left. My guess is the graviton shield does not get a bonus against gunboat pulse canon. Is that correct? Seeing as the pinned thread gets no response - Zukeenee - 04-09-2011 Gunboat pulse cannons aren't technically "pulse" guns. They do a lot of shield damage, but the game doesn't have them labeled as Pulse-type. In fact, none of the capship weaponry in the mod has been assigned any specific "type". It's all just generic no-type weaponry that does 100% damage against all shield-types. Seeing as the pinned thread gets no response - Neves - 04-11-2011 ' Wrote:Gunboat pulse cannons aren't technically "pulse" guns. They do a lot of shield damage, but the game doesn't have them labeled as Pulse-type. In fact, none of the capship weaponry in the mod has been assigned any specific "type". It's all just generic no-type weaponry that does 100% damage against all shield-types.Thanks Zukeenee for the explanation. Seeing as the pinned thread gets no response - Hone - 05-07-2011 that doesnt explain the SAC doing over half a GB shield of damage, or 2 pulses taking out a 24k shield, 4k isnt 10% of 24. |