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[FAQ
Forum Index » » Beta Testing Discussion » » New Reactive Shields
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 Author New Reactive Shields
Krim {C?}
Marshal
Galactic Navy


Joined: June 24, 2002
Posts: 361
From: Boston MA
Posted: 2011-05-25 10:35   
The damage done from a beam is constant, and the amount of damage that will be done to the target is constant regardless of where it travels during the animation of the beam, correct?

What about when say... your target flies behind a friendly or enemy ship and the beam hits another vessel? Is damage interrupted then?
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3821
From: LobsterTown
Posted: 2011-05-25 12:22   
Quote:

On 2011-05-25 10:15, Pantheon wrote:
Quote:

On 2011-05-25 10:07, General Zod wrote:
Doesn't really answer the question though. During the beam's duration, will changing distance affect the damage? Will turning the ship so that the beam's arc is no longer valid, but the beam still appears to be firing, affect the damage?

Or is the total damage determined at the moment of firing, and can only be stopped if the target moves out of beam range?

Personally I've always thought the former, that if a ship hits you with a beam at point blank range while you're moving away you'll take gradually less and less damage.




It answered it fine, I would suggest reading it again. Firing arc's only control when a beam can be fired, not what direction it can only do damage in.





In short, the system keeps track of the damage all the time.

At a given range, when you fire your beams, it checks to see if the target is within the beam's range and arc. If so, it fires.

From there, it will deal out damage, compensating it against your falloff table as the target's range increases or decreases.

It also keeps track if the target gets out of the firing arc (and if so, ceases to cause damage), or if another ship gets in the way... in which the damage will be caused to whatever it hits.


One question. Can the next patch address the issue of cutting off or turning off the beam the moment the target:
- moves out of the firing arc?
- moves out of range (eg, jump out or moves beyond beam range)?



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Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2039
From: Michigan
Posted: 2011-05-25 13:11   
Quote:

On 2011-05-25 06:29, Pantheon wrote:
Damage is applied over a beams duration, like a steady stream of damage. Falloff removes damage equal to the amount we have set in the weapon file at the specified falloff range. This is then lessened depending on how long the beam is (therefor increasing damage).

EMP and ELF don't do anywhere near the damage that normal beams do. For this reason, even though they have 20% increased damage against Reflective, they will still do less in most cases (ELF and EMP have no falloff).




Only question left is whether Flux counts as EMP damage or not? I'd imagine that would make Flux Wave more useful if you're facing several people using Reactives, since the damage it does seems to be decent if the complaints about AI spamming it for no reason and killing eachother are any indication.

And we know for sure if you get out of range completely you stop taking damage even though the animation continues to play, easy enough to see by shooting someone then having them jump or fly through a gate or wormhole.
[ This Message was edited by: Talien on 2011-05-25 13:17 ]
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-05-25 14:42   
**EMP and ELF don't do anywhere near the damage that normal beams do. For this reason, even though they have 20% increased damage against Reflective, they will still do less in most cases (ELF and EMP have no falloff).


kinda like, reactive has so much less HP than active, that an additional 5% resistance dont ammount to much


id love to see each defencive divices resistance values; Standard, Ablative, Reflective, Actice, Reactive, Aux, Organic, Chit.

HP- (as a percent value compared to standard armor being 100%)

Energy Resistance- +% -%

kinetic resistance- +% -%

PSI resistance- +% -%


this will help people decide how to mod their ships, to deal with given situations.

There is just too many unknowns in this game... PFE, IDE, IE drives (i think)

Gauss to Rail, EMP to particle, Psi to Plasma...
[ This Message was edited by: Defiance*XO* on 2011-05-25 14:48 ]

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Marius Falix
Grand Admiral
Sundered Weimeriners


Joined: July 05, 2010
Posts: 268
From: Luyten
Posted: 2011-05-25 17:07   
Quote:

On 2011-05-25 14:42, Defiance*XO* wrote:
**EMP and ELF don't do anywhere near the damage that normal beams do. For this reason, even though they have 20% increased damage against Reflective, they will still do less in most cases (ELF and EMP have no falloff).


kinda like, reactive has so much less HP than active, that an additional 5% resistance dont ammount to much


id love to see each defencive divices resistance values; Standard, Ablative, Reflective, Actice, Reactive, Aux, Organic, Chit.

HP- (as a percent value compared to standard armor being 100%)

Energy Resistance- +% -%

kinetic resistance- +% -%

PSI resistance- +% -%


this will help people decide how to mod their ships, to deal with given situations.

There is just too many unknowns in this game... PFE, IDE, IE drives (i think)

Gauss to Rail, EMP to particle, Psi to Plasma...
[ This Message was edited by: Defiance*XO* on 2011-05-25 14:48 ]





i think thats to give variability because if the numbers are given out itl soon become a science. this this this and this will allow you to pwn.

also the stats change all the time so no point
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