After a lot of digging, and help from you guys, I managed to find the
problem with droid command 'Weapon overload 3'. It just came down to
one number being wrong, was just tricky to find it since I've only done
content in the past for space, not systems.
To make it easier for you guys to see, I'll make up some numbers that should be able to illustrate the error.
So basically, 100 in reactor drain would be no extra drain at all while
50 is double drain. The glaring error, 190, means you'd actually be
getting less of a drain than when firing your weapons normally.
My change would be, using the above numbers, to put Weapons Overload 3
at around 30 in Reactor Drain and leave Weapon Damage Increase alone.
What do you think?
Niklas "Swede" Johansson Star Wars Galaxies Game Designer
holy moly... one number to fix this? AWESOME. thanks!
----- INFREQUENTfrequency ----- my previous dj mixes - put this in your browser and smoke it: www.noitadnuof.com/mixes/ ----- That blast came from those pants. That thing's operational!
Auction drop off vendor "specials" located at 5035, -788 Talus
It still kinda scares me how you didn't have any idea of the issues with Pilot yet TH has stated that the issues were "passed along" or "discussed in a meeting". It it however, quite nice to see how quickly you are looking into long standing issues.
/tiphat;
Cigaran Lanarik Mayor of Alacio Island, Naboo C
Smuggler,Smuggler's Alliance Pilot Drop off Vendor @ -1419 -187 Naboo
SWG-Swede wrote: After a lot of digging, and help from you guys, I managed to find the problem with droid command 'Weapon overload 3'. It just came down to one number being wrong, was just tricky to find it since I've only done content in the past for space, not systems.
To make it easier for you guys to see, I'll make up some numbers that should be able to illustrate the error.
So basically, 100 in reactor drain would be no extra drain at all while 50 is double drain. The glaring error, 190, means you'd actually be getting less of a drain than when firing your weapons normally.
My change would be, using the above numbers, to put Weapons Overload 3 at around 30 in Reactor Drain and leave Weapon Damage Increase alone.
What do you think?
Most of that went right over my head, but it's good to see the balance issue finally addressed. My only concern, besides re-evalutating my loadouts, is the impact on crafters. Crafted equipment is notorious for much higher reactor and capacitor drains.
Lieutenant Bon ~ Sabre 4 ~ Captain of the Midnight Blue ~ Field Doctor
A fix of this, and the Rage Of The Wookiee expansion ships rebalancing, and we might see a wide variety of ships again.
Sweet.
Crixx, Xicrx and Crixxorian Darkmoon - Rebellion, Corsec and Imperial Ace Pilots respectively. "When once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been, and there you will always long to return." "If your pvp battles in space only last a few seconds YOU need practice. The game isn't broken, you just suck!" - Thik "There's no sensation quite like learning to fly. Tounge-tied and twisted, just an earth-bound misfit, I." -Pink Floyd "One/two shot PvP is good because this is a game of EVASION. NOT ABSORBTION" - Big mean heartbreaker. "Sod implementing anything half-decent, we have SWG to make! OLOL!" "We already have expertise in space. It's called a brain." - Leaph.
Actually you need to look into one other number as well Nik - the "energy per shot" is being halved when WO3 is run, it should be increased (as well as the reactor drain change, 30 sounds a fine number there to me).
Edit: and thanks for looking into this - pity it just hasn't got to the top of the priority list until now
Message Edited by Red-Dwarf on 01-19-200610:33 PM
The Shiro Clan of TC -
...has successfully tracked Tiggs
...is still tracking down more bugs
NB: Any comments I make on TC code can and often do change
before they reach live and may not reach live at all, please read my
SWG-Swede wrote: After a lot of digging, and help from you guys, I managed to find the problem with droid command 'Weapon overload 3'. It just came down to one number being wrong, was just tricky to find it since I've only done content in the past for space, not systems.
To make it easier for you guys to see, I'll make up some numbers that should be able to illustrate the error.
Skill
Reactor Drain Weapon Damage Increase
Weapon Overload 2 50
150
Weapon Overload 3 190
200
Weapon Overload 4 10
300
So basically, 100 in reactor drain would be no extra drain at all while 50 is double drain. The glaring error, 190, means you'd actually be getting less of a drain than when firing your weapons normally.
My change would be, using the above numbers, to put Weapons Overload 3 at around 30 in Reactor Drain and leave Weapon Damage Increase alone.
What do you think?
That would depend what a value of 30 means.
Lets say a gun takes 1000 reactor power now, with the change how much would it need?
I have no issues with fixing reactor drain... but what about the coresponding capacitor drain? As it stands now, using the other 3 overlaods drains a cap so absurdly fast (and I have some VERY good caps) that killing anything becomes boring & tedious.
---------------------------------------- "You can't take the sky from me."
You mean it's taken THIS long to find that number even though there have been literally 1000's of posts from the players PINPOINTING this exact problem.
/sigh... oh well, at lest it's getting done.
======================================= Schadwe "The shadows only move if there is something in the light."
Vendor: StormTech Aerospace Inc Swoop Territory, Naboo (-5620, 3000). Just outside of Theed.
Red-Dwarf wrote: Actually you
need to look into one other number as well Nik - the "energy per shot"
is being halved when WO3 is run, it should be increased (as well as the
reactor drain change, 30 sounds a fine number there to me).
I
think that's what it actually should say (Energy Per Shot) where I put
Reactor Drain, just a bad term used by me. Looking at those numbers,
energy per shot being cut in half, would be correct.
Niklas "Swede" Johansson Star Wars Galaxies Game Designer
Kalia wrote: I have no issues with fixing reactor drain... but what about the coresponding capacitor drain? As it stands now, using the other 3 overlaods drains a cap so absurdly fast (and I have some VERY good caps) that killing anything becomes boring & tedious.
I personally don't find this to be the case at all. Besides, just because a bug made it easier to kill things doesn't mean the problem is with the bug being fixed. It means perhaps that space enemies have too much armor and shields. The bug should be fixed, then that point may be debated if it's widely found to be the case.
Again, I don't find it to be the case.
Message Edited by quadpers0n on 01-19-200603:35 PM
Actually you need to look into one other number as well Nik - the "energy per shot" is being halved when WO3 is run, it should be increased (as well as the reactor drain change, 30 sounds a fine number there to me).
Edit: and thanks for looking into this - pity it just hasn't got to the top of the priority list until now
Message Edited by Red-Dwarf on 01-19-200610:33 PM
No offense to this suggestion, RD, but then you'd have to re-think Capacitor overcharge to counteract this.
FIRE FIRE FIRE cu-thunk FIRE FIRE cu-thunk FIRE cu-thunk - is NOT STAR WARSY to me. I've never had to worry about a capacitor draining out on me in other Star Wars games. I guess my question is, why do they exist in this game at all? Sure it's a balancing way, but I don't feel engaged in the battle like I do in other Star Wars flight games.
_____Carthus Onasi______________________ REPUBLIC SURVIVOR Working to bring the server together