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Bugs And Unbalance Of Items

Rajaa

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Hi , here is few things that show often in gameplay.

Issue number 1:
As we notice sometimes , our ship components / items on surface can turn white and not activate properly. During white duration , we don't have ship item activated and we need to wait untill its duration is done to click it again. It does cause pods and hard time sometimes ( e.g. running from many horus chasing , activating afterburner which turnes white and not activates - gets stunned and pods ). Same i'd say for Repair Droid , it bugs sometimes too and causes pod .
Issue number 2:
During PvP between players , sometimes there is bug that causes one player to have more range ( if division drone is used , it multiplies and player has much bigger range than enemy - NOTE: even if both players use division drone : 1 of them has much bigger range of items ).
On colossus : blaster miss , repair droid and afterburner turns white often , range is higher .
Issue number 3:
Items do not make proper damage with / without crits in PvE / PvP . Example : Sniper blaster - damages enemy 15 HP once , next time it does 40 ( no crit ). Another example : Aggrobomb - damages enemy 60 HP once , and next times 30 or less ( no crit ).
When items are supposed to destroy enemy , they fail and make less damage than estimated .

I hope i managed to explain issues somehow :)
 

HGus

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Rajaa said:
Hi , here is few things that show often in gameplay.

Issue number 3:
Items do not make proper damage with / without crits in PvE / PvP . Example : Sniper blaster - damages enemy 15 HP once , next time it does 40 ( no crit ). Another example : Aggrobomb - damages enemy 60 HP once , and next times 30 or less ( no crit ).
When items are supposed to destroy enemy , they fail and make less damage than estimated .
That's a feature. Some weapons have min-max damage, with criticals doubling the roll.
 

Rajaa

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HGus said:
Rajaa said:
Hi , here is few things that show often in gameplay.

Issue number 3:
Items do not make proper damage with / without crits in PvE / PvP . Example : Sniper blaster - damages enemy 15 HP once , next time it does 40 ( no crit ). Another example : Aggrobomb - damages enemy 60 HP once , and next times 30 or less ( no crit ).
When items are supposed to destroy enemy , they fail and make less damage than estimated .
That's a feature. Some weapons have min-max damage, with criticals doubling the roll.
Yes , but weapons do make a big difference sometimes , without crit it can make e.g. 60 hp and 10 hp, with crit e.g. item can do 20 hp and can do 70 hp. That's because we don't have any info about strength of item we bought , we don't know how much damage it can make.
 

Vesperion

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Rajaa said:
Yes , but weapons do make a big difference sometimes , without crit it can make e.g. 60 hp and 10 hp, with crit e.g. item can do 20 hp and can do 70 hp. That's because we don't have any info about strength of item we bought , we don't know how much damage it can make.
Yes and No at the same time cus it gives an Weapon that can be used as "ground value" to determine the dmg of all other items and in reverse the total HP of every ship in the game BUT it requires some insane amount of tests to get proper results at the end.

The Weapon I´m talking about is the Thermo cus it has neither an rndm dmg per tick nor has it crit or miss values.

Basicly you would need to check how many Thermos you need to pod ship x. Then Mat the ship and do the same with every other weapon that can do dmg. The though part here however is to pod the ship with an full round of no crit hits. This is the reason why you need several rounds of testing for that cus 1 round can´t really create an number that can tell us "how much "average" dmg does Weapon x create".

In order to get some numbers that can be used as base it would require everytime at least 20 - 30 rounds of this to get an good number.

Considering that Split so far only added the % of our remaining HP i don´t see it coming that we will see any other change of that or even see the "min-max" dmg of the weapon cus that would require to get an overhaul of the UI in the Hangar section at bare minimum.
 

WhiteFire

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Rajaa said:
Issue number 3:
Items do not make proper damage with / without crits in PvE / PvP . Example : Sniper blaster - damages enemy 15 HP once , next time it does 40 ( no crit ). Another example : Aggrobomb - damages enemy 60 HP once , and next times 30 or less ( no crit ).
When items are supposed to destroy enemy , they fail and make less damage than estimated .
Ah, I see you've stumbled upon the greatness called RNG, or Random Number Generator, the biggest middle finger to gamers around the world.

Now it works in various ways game-to-game, but the basics come down to rolling a dice. For PG, it applies to damage dealt, so let's imagine a hypothetical case. A certain blaster has a set average damage of say, 50% of some enemy's HP.

Every time you fire, you roll an imaginary dice. If you land on a 1, you may do 30% with one shot, if you land on a 6 for the next shot, you may do 70%. It is also possible to land on every number in between. This means that the range of damage goes anywhere from 30-70%, averaging at 50%.
It really depends on the enemy you shoot at. For targets with high HP, let's say 10x that of what we were hypothetically shooting at, you would do anywhere from 3-7% of its HP, so if you're lucky, you can kill it in 100/7 ~ 15 shots. If you're unlucky, it'll take 100/3 ~ 34 shots.

RNG is also accountable for the accuracy and critical chance of weapons. It works the same way, but it's more like a coin flip than a dice roll. (Ever had 4 misses or 4 criticals in a row?)

Because the devs refuse to release the numbers associated with things like HP, damage, accuracy, critical chance, blueprint drop chance, cryo drop chance, etc. for whatever reason, it sometimes adds a level of frustration to the gameplay because you cannot estimate anything with RNG.

RNG is most noticeable when it screws you over, leaving that final enemy at 1% HP and giving them the killing shot at you.
 
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