Fractal Softworks Forum

Starsector => General Discussion => Topic started by: pigreko on March 07, 2012, 04:19:19 PM

Title: range indicators fail?
Post by: pigreko on March 07, 2012, 04:19:19 PM
I've now tried every weapon in the game, and what I noticed is that only beam weapons range is correctly displayed. Every other weapon is able to hit a target way beyond the displayed range. The Plasma Cannon bolts flies for a bonus 20% or maybe more, just to pick one. Is this intended?
Title: Re: range indicators fail?
Post by: Icelom on March 07, 2012, 04:24:29 PM
I think its intended they do alot less damage past there range if i am not mistaken.
Title: Re: range indicators fail?
Post by: leonvision on March 07, 2012, 09:54:11 PM
I think its intended they do alot less damage past there range if i am not mistaken.

this

and even beam weapons has a tiny bit more than the range shows. im pretty sure non-beam weapons dissipate in damage as soon as they go beyond the indicated range, to almost no damage at all near the end, eg 80hull damage with a AM blaster if shot outside of indicated range.
Title: Re: range indicators fail?
Post by: Arrath on March 08, 2012, 12:30:48 AM
Along with what other posters have said, the displayed range is also that at which the AI will engage when autofire is enabled.
Title: Re: range indicators fail?
Post by: pigreko on March 08, 2012, 12:26:04 PM
thanks for the info mates
Title: Re: range indicators fail?
Post by: Doom101 on March 08, 2012, 12:48:43 PM
i did a little bit of testing with a heavy blaster and a dead ship. inside the range you have full damage, immediately outside the range basically on the line you loose about 20% dmg  and it drops very fast after that.
Title: Re: range indicators fail?
Post by: pigreko on March 09, 2012, 12:58:09 AM
I little addition to the thread: I know understand the drop dog mechanic, good, but I feel not being able to actually see where my weapons can reach is kind of a missing feature. For instance it could be done with a range indicator of different color, OR the bonus distance should be reduced to something less significative. Actually weapons like plasma cannons fire bolts that travel for at least a 20% more beyond the indicator, and with all that burst dmg you can deal with a huge dmg drop if means landing 2 hits on a dodgy target.


BTW it just about the feeling and some peculiar situations, weapons work pretty fine for me for everything else... damn I love this game.
Title: Re: range indicators fail?
Post by: Reshy on March 09, 2012, 01:33:35 AM
Wait weapons have damage fall off?  IN SPACE?
Title: Re: range indicators fail?
Post by: Icelom on March 09, 2012, 02:31:57 AM
Wait weapons have damage fall off?  IN SPACE?

Lasers would be the only ones, shells and missiles wouldnt.

But for gameplay reasons we need to have range limitations and damage falloff.
Title: Re: range indicators fail?
Post by: Doom101 on March 09, 2012, 06:37:42 AM
Wait weapons have damage fall off?  IN SPACE?

Lasers would be the only ones, shells and missiles wouldnt.

But for gameplay reasons we need to have range limitations and damage falloff.

missiles if i understand correctly actually DON'T have dmg fall off they simply run out of fuel and stop tracking ( if they had tracking to begin with) they are every bit as deadly if hit after they run out of fuel but i think after a certain amount of time they vanish. not sure.
Title: Re: range indicators fail?
Post by: Nori on March 09, 2012, 06:43:54 AM
@Doom101, you got it right. I actually just saw this in action. Fired some swarmers at a piranha that was escaping, the missiles ran out of juice, but were still going slightly faster than the piranha, he didn't change direction so bam, no more bomber...  :)
Title: Re: range indicators fail?
Post by: Doom101 on March 09, 2012, 06:48:49 AM
@Doom101, you got it right. I actually just saw this in action. Fired some swarmers at a piranha that was escaping, the missiles ran out of juice, but were still going slightly faster than the piranha, he didn't change direction so bam, no more bomber...  :)
nice but what i really meant was that i'm not sure if whether or not after a long period of time missiles that are out of fuel just vanish or not.. ill have to test this.