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Old September 11th, 2002, 11:22 AM
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Default Re: Urgent (Tesco Read) - Time Distortion Burst Bug found in 1.78

This is really bad. It seems almost as important as the fighter stacking bug because the players with temporal technology get tremendous firepower by this bug.
Fortunately I did not use the new normal damage/shield damage combination until now in my mod.
Beta testers where have you been?
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Old September 11th, 2002, 11:57 AM
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Default Re: Urgent (Tesco Read) - Time Distortion Burst Bug found in 1.78

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Fortunately I did not use the new normal damage/shield damage combination until now in my mod.
Huh?
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Old September 11th, 2002, 06:10 PM
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Default Re: Urgent (Tesco Read) - Time Distortion Burst Bug found in 1.78

Sorry for being unclear.
I meant the new damage types
"Double Damage To Shields, Half Damage To Shields, Quarter Damage To Shields" and refered to the post of Nodachi that all these damage types do not work correctly.
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Old September 12th, 2002, 02:47 PM
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Default Re: Urgent (Tesco Read) - Time Distortion Burst Bug found in 1.78

by the way, when the beta testers will be jumping on Aaron for this bug can someone make sure a 50 button is added on the transfer screen ?

If he doesnt agree then tell him his punition for not complying would be to eat something coocked by my wife.

[ September 12, 2002, 13:48: Message edited by: Unknown_Enemy ]
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Old September 12th, 2002, 04:03 PM
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Default Re: Urgent (Tesco Read) - Time Distortion Burst Bug found in 1.78

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If he doesnt agree then tell him his punition for not complying would be to eat something coocked by my wife.[/QB]
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  #6  
Old September 13th, 2002, 03:56 AM

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Default Re: Urgent (Tesco Read) - Time Distortion Burst Bug found in 1.78

upcoming mod for the rifts game.... tdb do 1/4 damage ( thanks fryon )
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Old September 13th, 2002, 06:45 AM
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Default Re: Urgent (Tesco Read) - Time Distortion Burst Bug found in 1.78

hmm. i think it would be a better bet to make them do 2x damage and no shield multiplier.

if something does 4x to shields, you can also say that given double its damage, it would do 2x to shields and 0.5x to everything else.

by this reasoning, you can take the component at double its damage, and be rid of the situational modifiers, and in theory have a balanced component. unless you think that shield damage is either more or less important than armor damage, which is an arguement better left alone.
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