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Author Topic: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)  (Read 1275795 times)

Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #255 on: April 02, 2016, 07:36:24 AM »

I'm not sure if this is an issue with base game mechanics, but the Uhlan Siege Laser has a weird quirk: if you fire all three shots and keep holding down the firing button until the weapon's cooldown is over, instead of firing again it starts another, shorter cooldown and only then fires. But if you wait until the first cooldown is over and then immediately push the button, the weapon shoots normally.
Here is how the weapon exactly work (or is supposed to work). The first cooldown is the weapon normal cooldown (that can get shorter with skills) and the second is the  ammo regen that stay always the same. The idea is that now you can only fire one or two shots if you don't want/can't to pay the full flux cost of a burst, but the cooldown will be almost the same in each case. And while the weapon do not benefit from skills that raise the rate of fire, it get a HUGE buff from those that raise the projectile speed and reduce the spread. Do you get something different than that?
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Hazard

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #256 on: April 02, 2016, 08:31:14 AM »

I'll try explaining it more clearly.

I'm playing with SS+, Nexerelin and several faction mods. Combat and Technology skills are maxed.

1) I press the left mouse button and hold it down to fire all three shots. I keep pressing it down. The cooldown meter starts decreasing from right to left, goes to zero, then begins another, shorter cooldown from right to left. Only when that second cooldown is over does the weapon start the firing sequence again. Left mouse button is continually held down throughout all this.

2) I press the left mouse button and hold it down to fire all three shots. Then I release the button. The cooldown meter starts decreasing from right to left, goes to zero. There's no second cooldown, the firing sequence starts as soon as I press the left mouse button again.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #257 on: April 02, 2016, 08:50:04 AM »

What you are seeing is that when holding down the button you are trying to fire a weapon with no charge, meaning that while you are seeing the ammo regen slowly going down, in the background the weapon charge up and cooldown again without firing. That second sequence is the end of the weapon cooldown of the last failed firing sequence. It's invisible at level 0 since the weapon cooldown and the ammo regen match each other, but with skills the cooldown get shorter while the regen don't change, and the weapon has the time to attempt to fire while the charges are still regenerating.
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Hazard

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #258 on: April 02, 2016, 09:46:58 AM »

I see. It's a little weird that weapons have to suffer their cooldowns normally when attempting to fire without ammo, though. Oh well.

This is the first time I'm playing with Diable, and I gotta say I do like the mod a lot. The Pandemonium just might be my new favorite heavy capital. Great job. ;)

Edit: Uh, it seems like my Pandemonium is losing more and more weapon range as a battle progresses. Seems like some sort of bug with the Advanced Avionics hullmod.
« Last Edit: April 02, 2016, 05:33:04 PM by Hazard »
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Hazard

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #259 on: April 03, 2016, 06:55:06 AM »

Two images here for comparison, at -15% and +15% targeting improvement, respectively. Note the greatly reduced range in the second picture.

I'd say Diable engineers need to take a second look at their fancy quantum computers. :D

http://imgur.com/a/2H6vV
« Last Edit: April 03, 2016, 07:29:53 AM by Hazard »
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #260 on: April 03, 2016, 07:14:31 AM »

Two images here for comparison, at -15% and +15% targeting improvement, respectively.

I'd say Diable engineers need to take a second look at their fancy quantum computers. :D
Hum, what's the issue?
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Hazard

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #261 on: April 03, 2016, 07:21:06 AM »

Hm, seems like the forum cropped the images. Updated my previous post.

Edit: *** photobucket, switched to imgur. Dunno why I still stick with Pb, it's so utterly bad for this kind of image sharing...
« Last Edit: April 03, 2016, 07:28:13 AM by Hazard »
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #262 on: April 03, 2016, 07:32:19 AM »

I still fail to see a problem.
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Taverius

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #263 on: April 03, 2016, 07:33:54 AM »

The range gets shorter with time instead of longer Tart.

Compare how close to the top of the screen the arcs are in the -15% and +15% pictures.
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No faction is truly established without a themed Buffalo (TAG) variant.

Hazard

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #264 on: April 03, 2016, 07:42:29 AM »

Yep. There's no mention of reduced range on the Advanced Avionics hullmod, so I assume this is not intended behavior.
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #265 on: April 03, 2016, 07:54:59 AM »

It is intended, that's why I'm talking about general "targeting solutions" and not specifically about "precision": it changes many attributes that I can't really itemize in the UI. The hullmod also mention that weapons range will be altered with +50% for the ones under 450/500/550/600 SU, and increasingly smaller benefit the longer ranged they are. I can try to rework somewhat the description but I though it was already pretty complete.
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Hazard

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #266 on: April 03, 2016, 08:07:52 AM »

Er, what?

The Advanced Avionics strictly mentions that weapon performance starts worse and gets better the longer combat goes on. There's nothing about weapon range getting shorter, which it does for the Uhlan Siege Lasers as you can see in the images, and also for the Grave HMGs and Ferrocannons. If this truly is intended, it's not communicated in any way and it's a massive nerf to pretty much all Large weapons on Diable Capitals.
« Last Edit: April 03, 2016, 08:11:38 AM by Hazard »
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #267 on: April 03, 2016, 08:18:01 AM »

Er, what?

The Advanced Avionics strictly mentions that weapon performance starts worse and gets better the longer combat goes on. There's nothing about weapon range getting shorter, which it does for the Uhlan Siege Lasers as you can see in the images, and also for the Grave HMGs and Ferrocannons. If this truly is intended, it's not communicated in any way and it's a massive nerf to pretty much all Large weapons on Diable Capitals.

Again, every stats start worse and end up better. And specifically for weapons under 450/500/550/600 range, they get an additional boost to reach targets 50% farther. I used the overall term of "targeting" because between the limitation of the engine and the calculations I made, I cannot communicate exactly every details. If anything it would make less sense. But -/+15% better weapons is overall a good approximation of what the overall effect is.

That does NOT mean the range start at -15%. In practice it's somewhat closer to 5% for a weapon with 1000 range, and get slightly bigger with longer ranges. And once the effect is fully in place, the range get around +10%. Again, I cannot communicate the specifics in a simple manner because there are many variables.
« Last Edit: April 03, 2016, 08:29:39 AM by Tartiflette »
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Hazard

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #268 on: April 03, 2016, 08:24:40 AM »

Um... perhaps we're talking past each other. Anyway...

Yes, I understand that short range weapons gain a lot more range as the Advanced Avionics comes online. But do you not see how much shorter the Uhlan Siege Laser range is in the picture where the Advanced Avionics has reached it's maximum potential? Instead of the smallish boost a 1200-range weapon should receive from the hullmod, it is instead receiving a large penalty to range. That's the problem here.
« Last Edit: April 03, 2016, 08:28:20 AM by Hazard »
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Tartiflette

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Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« Reply #269 on: April 03, 2016, 08:39:55 AM »

Right that's a limitation from the engine for very long range weapons (and actually, its the second one that has the right range)
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