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March 20th, 2008, 10:31 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE5 Beta 1.70 Changelog
Personally, I'd probably have them just partially skip armor and shields, maybe 50% each.
But I'm not making stock.
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March 21st, 2008, 02:36 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
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Re: SE5 Beta 1.70 Changelog
Quote:
Suicide Junkie said:
Personally, I'd probably have them just partially skip armor and shields, maybe 50% each.
But I'm not making stock.
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...Xintis is right!
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March 21st, 2008, 02:55 AM
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Colonel
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Re: SE5 Beta 1.70 Changelog
In my personal mod I made these "XY only" damage types skip all armor but not the shields. I agree that now they are too powerful.
Apparently the reason for MM to change this was the special mine warheads with these types of damages. Previously these warheads couldn't damage at all a ship with armor and/or shields but still the mines exploded all. But the real fix for this bug IMO would have been (as suggested to MM) that mines only explode if they can do damage. This kind of change was done for the weapons with the special damage type, why not for the warheads.
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March 21st, 2008, 06:12 AM
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Corporal
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Re: SE5 Beta 1.70 Changelog
Quote:
Q said:
Apparently the reason for MM to change this was the special mine warheads with these types of damages. Previously these warheads couldn't damage at all a ship with armor and/or shields but still the mines exploded all. But the real fix for this bug IMO would have been (as suggested to MM) that mines only explode if they can do damage. This kind of change was done for the weapons with the special damage type, why not for the warheads.
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Perhaps one way to deal with this (if this is possible for MM to do?) would be to make shields have a short delay before being 'raised' in combat. Say 0.5 seconds or something. That would give time for mines to affect shielded targets, and shouldn't greatly change ship-ship combat.
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March 21st, 2008, 07:06 AM
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Major General
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Join Date: Jan 2004
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Re: SE5 Beta 1.70 Changelog
That wont happen, Tanus.
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