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  #21  
Old March 20th, 2008, 10:31 PM
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Default 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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  #22  
Old March 21st, 2008, 12:00 AM
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Default Re: SE5 Beta 1.70 Changelog

Captain Kwok said:
"It's controlled by the data files though, so it's nothing that can be corrected easily if the patch doesn't do it right away."


Which doesn't help multiplayer games very much..
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  #23  
Old March 21st, 2008, 12:06 AM
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Default Re: SE5 Beta 1.70 Changelog

Of course I agree, but I was suggesting that moreso for solo games. MM is aware of the grey area with #4 and I expect it to change a bit before the public patch.
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  #24  
Old March 21st, 2008, 02:36 AM
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Default 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.
...Xintis is right!
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  #25  
Old March 21st, 2008, 02:55 AM
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Default 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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  #26  
Old March 21st, 2008, 06:12 AM
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Default 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.
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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  #27  
Old March 21st, 2008, 07:06 AM
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Default Re: SE5 Beta 1.70 Changelog

That wont happen, Tanus.
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