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Accueil » news » forums » Support & Feedback » Bug Reports

'Weapon Reload Time' damage types capped too low

Soumis par Turducken le Lun, 2008-07-14 14:23 Bug Reports

The weapon damage types of 'Increase Weapon Reload Time' and 'Disrupt Weapon Reload Time' are both capped too low. To whit:

- 'Increase Weapon Reload Time' will never add more than 2.5 seconds to the next shot's reload time, no matter how much 'damage' has been inflicted. This is true regardless of the weapon's actual reload time.

- 'Disrupt Weapons Reload Time' will never push back a weapon's current reload time to more than 2.5 seconds. In fact, if the weapon normally takes longer than 2.5 seconds to reload, and it is hit by one of these weapons, the reload time will be shortened to 2.5 seconds! This weapon can actually increase an enemies' rate of fire under some circumstances!

I can see why the increase in reload times should be capped, but I think it should be capped at a certain multiplier of the weapons' normal reload time. That is, the 'Increase Weapon Reload Time' should maybe top out at 2x or 3x normal reload time, and the 'Disrupt Weapons Reload Time' shouldn't be able to drive the reload time back by more than the same amount (eg 2x or 3x).

‹ Supply and ordnance taking damage before platforms. SEV , suddenly pop up of new factions after some time in game then the loading screen jsut locks up by this new player faction ›
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Re: 'Weapon Reload Time' damage types capped too low

Soumis par Captain Kwok le Lun, 2008-07-14 15:45

For the next version of the Balance Mod, I ended up going with a higher rate of fire for this weapon class while causing less delay per hit rather than have the current slow reload, big delay effect.

The disrupt reload bug though really borks the balance of these weapons currently and so that needs to be fixed for the next SE5 patch!


Space Empires Depot | SE:V Balance Mod

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Re: 'Weapon Reload Time' damage types capped too low

Soumis par Turducken le Mar, 2008-07-15 08:35

Thanks for the seconding, Captain.

I do have one concern about these weapons, though. As you might recall, during my testing I discovered that these damage types do effect weapons platforms. I'm not sure, but I think they might effect all of the weapons platforms on a planet at once (since all the weapons seem to be aggregated together on the planet for combat purposes). If this is indeed the case, I can see it as being very unbalancing: with enough 'Disrupt Reload Times' weapons, you could keep an entire planet from firing a single shot!

Perhaps for the purposes of planets, these weapons should be ineffective (just like the 'Destroy Weapons' damage type). It doesn't really make sense that you make an entire planet go on the fritz with some kind of EMP-like weapon (which is what I assume the 'Disrupt Reload Times' weapons are like), what with the atmosphere and grounding and all...

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Re: 'Weapon Reload Time' damage types capped too low

Soumis par Captain Kwok le Mar, 2008-07-15 09:43

You could just remove weapon platforms from the targeting list.


Space Empires Depot | SE:V Balance Mod

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Re: 'Weapon Reload Time' damage types capped too low

Soumis par Turducken le Mar, 2008-07-15 10:19

D'oh! Why didn't I think of that?

You're right, of course. I guess this is why I posted this here before submitting an official bug report.

Any other thoughts before I do so?

Thanks!

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