This topic contains 30 replies, has 0 voices, and was last updated by  Thrax 10 years, 7 months ago.

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  • #30794

    DeVice
    Participant

    What would be really cool would be to see the damage done to a shield by reducing its radius.

    Like, a 50% damaged shield would be half it’s start size.

    #30795

    Thrax
    Participant

    @boy wrote:

    I thought it did block explosions the same way, the
    size of the shield has no importance on the actual exposion, big
    or small.

    Not to spoil your rant though, I agree, it was cool to have some
    lasers that busted the shields.

    How about having laser damage be determined by a ratio of the
    shield radius to the laser radius whenever the laserproof is on.

    if the explosion does enough damage, your current shields do
    break. Not so with lasers how they are.

    But thanks for making it seem like i’m joking by calling it a rant.

    When a cbx found a bug that was mod-crippling only for his
    Scavanger due to Drop-cargo interception, i diddn’t laugh.
    It had no effect one way or the other to the “default” servers that
    every item spawned was given to the player loading in. But i see it
    was instantly leaped upon and corrected..

    Before the release of v40.1a, all the beta’s that i’d checked-out
    reacted exactly as you mention. Size-of laser vs Radius-of shield..

    You see the sparks of a laser impacting it’s surface.. but the shield
    takes no damage.

    #30796

    BOY
    Participant

    dont read too much into my off hand use of the word ‘rant’ it was only infering that you were taking it seriously. I suppose, the context of the word is negative one, as ranters are often unreasonable, which you are not. As I said, I agree with you. btw, Gavin is out for a bit on Holiday, but I’m sure he’ll fix things shortly.

    #30797

    Thrax
    Participant

    @boy wrote:

    dont read too much into my off hand use of the word ‘rant’
    it was only infering that you were taking it seriously. I suppose,
    the context of the word is negative one, as ranters are often
    unreasonable, which you are not. As I said, I agree with you.
    btw, Gavin is out for a bit on Holiday, but I’m sure he’ll fix things
    shortly.

    Ahh…
    Where i live, Canada, the term ‘rant’ when used in messaging is
    similar to “tantrum” or “whine-session”..

    Often referring to when someone starts beaking off about something
    they feel is important, but to the rest of the world is a waste of time..

    many changes were done in the update, that were swiftly deemed
    undesirable, and corrected. The fact that this one point was ignored
    means most players have never seen one; a laserproof shield
    is a myth.

    i also noticed with testing that current shields are totally solid, not
    hollow like before. The tactic was to drive into thier shield and fire..
    bypassing his defence; the reason the Move-Proof tag was added.
    Now, all explosion damage inside the shielded area is applied to the
    shield first.
    Making the use of the moveproof tag, and translating weapons like
    Armor-piercing, useless.

    #30798

    BOY
    Participant

    I dunno how this exactly works, but as far as I can tell, no matter where the explosion is, the damage is always aplied to the shild first, should not affect armor piercing. The penetration value is and always was independed of shield radius? right? I do agree that being inside the shield should increase the damage done though, just not sure it ever did.

    #30799

    Thrax
    Participant

    @boy wrote:

    I dunno how this exactly works, but as far as I can tell,
    no matter where the explosion is, the damage is always aplied to the
    shild first, should not affect armor piercing. The penetration value is
    and always was independed of shield radius? right? I do agree that
    being inside the shield should increase the damage done though, just
    not sure it ever did.

    As you’ve never seen the code for it, i’ll explain.
    The weapon of Armor-Piercing was designed to do just that;
    on contact with a non-bouncy shield bubble it impacted, then
    translated further by 3-4 points to create the explosion inside
    the shield.
    If the shot was dead-on, the bullet pierced the armor to damage
    the player. But now that the shield’s are no longer hollow, neither
    this, nor driving inside is any help.

    #30800

    BOY
    Participant

    yes, I have seen the code for the armor piercing. I have seen the explosion translate inside the shield, what I’m saying is that even though the explosion was then closer, doing more damge to the tank, it still applied all damage to the shield first, that part never changed.

    I guess the hollow vs solid thing makes sense though. shooting at the enemy inside the shield causes instant termination of the projectile? Translate no longer translates inside any shield?

    #30801

    Bobirov
    Participant

    @thrax wrote:

    If the shot was dead-on, the bullet pierced the armor to damage
    the player. But now that the shield’s are no longer hollow, neither
    this, nor driving inside is any help.

    AFAIK, damage has ALWAYS applied to the user’s shield first, regardless of the position of the damage. I have actually worked on the source in this area a bit (okay, I fixed a minor bug there woo) and I remember that being the case. That is why things like the old mag shield (when it was just a halfshielded reflect shield) would take damage without the player being hurt even if you snuck a shot in below the shield.

    #30802

    Thrax
    Participant

    @bobirov wrote:

    @thrax wrote:

    If the shot was dead-on, the bullet
    pierced the armor to damage the player. But now that the shield’s are
    no longer hollow, neither this, nor driving inside is any help.

    AFAIK, damage has ALWAYS applied to the user’s shield first, regardless
    of the position of the damage. I have actually worked on the source in
    this area a bit (okay, I fixed a minor bug there woo) and I remember that
    being the case. That is why things like the old mag shield (when it was
    just a halfshielded reflect shield) would take damage without the player
    being hurt even if you snuck a shot in below the shield.

    hmm.. i’ll accept it then. still makes me wonder how it worked
    then.. since it was so effective.

    #30803

    Brain Damage
    Participant

    it was working sinve i’ve tuned every shield in my mod to work with it, i were using particular damage ratios whi ensured it would work if hit perfect, the damage of the explosion (550) was not random neither to ensure that you would not get 1 shot 1 kill if you would have missed the player inside the shield; but yes the damage always had effect on shield, then on the tank; the damage was tuned to almost always the the shield off and then the remaining damage would be applied to tha tank, if you will use shields different from mine it will not work correctly

    #30804

    BOY
    Participant

    *buuuuu… BUMP!*

    sneaky bastage, all the way on page 2!

    #30805

    Thrax
    Participant

    @boy wrote:

    *buuuuu… BUMP!*

    sneaky bastage, all the way on page 2!

    Only as a reminder though, as it’s already on the plan for v41.
    or.. it was supposed to be.

    #30806

    Thrax
    Participant

    @thrax wrote:

    @boy wrote:

    *buuuuu… BUMP!*
    sneaky bastage, all the way on page 2!

    Only as a reminder though, as it’s already on the plan for v41.
    or.. it was supposed to be.

    Oki… time to bring back a few concerns and start negotiating this topic.

    Laserproof is Currently :
    All-or-None.

    Laserproof was previously :
    Beam was stopped, Heat penetrated if shield was lower size than laser.

    It can be made balanced in several ways; If Laserproof Activated:

    – Lasers impact solid shields same as a missile, Causing damage to the shield first.
    – Laser fired on Reflect(force) shields is Reflected at appropriate angle.
    or
    – Lasers Stop at shield and Heat continues to effect. like Previous.
    or
    – Proof Factor is applied. 0.25 = a 100 damage laser does 25hp.

    #30807

    jdog
    Participant

    @TODO wrote:

    Added: Laserproof shield attribute can be set to true, false or total. Total blocks all laser damage.

    I knew I saw something in the TODO list on that. This does do some of what your asking for.

    #30808

    Thrax
    Participant

    @jdog wrote:

    @TODO wrote:

    Added: Laserproof shield attribute can
    be set to true, false or total. Total blocks all laser damage.

    I knew I saw something in the TODO list on that. This does do some
    of what your asking for.

    True False or total..

    Laserproof True and Total sound sorta the same, all or nothing.
    Is there another tag referred to that determines ammount??
    or does True mean that the Heat penetrates after stopping the beam.

    in Lasermod, i experimented with the pulsing lasers to add shield burning
    effects. Similar to the effect of a laser damaging the shield like any other
    explosion. It’s seems rather effective and easily balanced.

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