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[BUG REPORTS] General - Feb. 13 2006 |
-Smokey- Grand Admiral
Joined: October 22, 2004 Posts: 784 From: Florida
| Posted: 2006-04-13 20:37  
Cant change engines on icc combat destroyer.
You can change light cl's to pulse beams then to hcl.
cant put active shields on station or swap fighters(icc)
cant put hma on icc station
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Peter Wiggin Midshipman
Joined: November 10, 2005 Posts: 636
| Posted: 2006-04-16 23:25  
Engines are with all dessies from what I have seen...
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Peter Wiggin Midshipman
Joined: November 10, 2005 Posts: 636
| Posted: 2006-04-17 00:40  
Even with tech and resources, only 3(or less) armor are changed to reflective.. can change back to ablative or standard, but after changed back, everything is stuck on standard (UGTO TC)
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thundercat984 Cadet
Joined: December 31, 2005 Posts: 166 From: southern us
| Posted: 2006-06-06 00:37  
Quick run through of all UGTO and Kluth:
ALL UGTO SHIPS:
1. Can change IE engines for AME engines
2. Can't change MIrvs
3. Proton torpedos can be changed for Fusion
4. Supply Ships have only 1750 drones instead of 3000 in release
5. Can't Change Command Dread's Rails for pcannons but can change rails for emp then change those for pcannons
6. Fighters only work about have the time
7. Fighter-interceptor doesn't seem to fire
8. Ewas senor doesn't appear to work(testing alone using control+click. When near my cd it didn't raise my own siganture)
9. Can't mod for sabots
10. Can't mod for Flux cannons
11. Adding a fourth minning beam(switching it with tractor on extractor) doesn't seem to improve minning speed
12. Mine layer can use any factions mines
13. Can't mod proton cruise missles for Planet seige missles
14. No min range for proton cruise missle Vs 1035gus for shock(note all missle/bomb ranges are tested in dread class ships)
15. Min. range for AR missle 95gus Vs 42 gus for Shredder
16. MIn. range For IT misssles 145gus Vs 475gus for psi missles
17. min range for mirvs 117 gus Vs 105 for Tele (yea i know small difference but i'm trying to list everything)
18. No max target range for pcm but seem to disappear at 5050 gus Vs 4475gus for shock
19. Max range for It 2950 Vs 2000gu for psi
20. max range for AR 1323 Vs 1190gu for shredder
21. Command dread has 2 fore and one fore,left bomb slots one of the fore slots should be a fore, right
22. Ewas travels much faster than all other fighter craft
Kluth ships:
1. Am torp switchs with all other factions torpedos
2. Can use any factions mines
3. taurse doesn't appear to fire
4. can use any factions engines
5. Couldn't change Psi missles for shredder
6. larvae Hord has no guns only missles (intended? not much experince as kluth)
7. Can't change Shredder for psi missles
8. No minnium distance for Bio bombs
9. max distance for tele 1620 (thats to be able to target and their effective range) Vs 2216 gu for Mirv
10. No target max distance for Bio bombs but they explode at 1450 gus.
11. Tested in ganglia 0 scanner scans planets at 540gus, 1 scanner at 4790, 2 scanners at 5040 effect not stackable after 2
12. Tested in Kluth Talon 0 scanners scans at 790 gus, 1 scanner at 3292 gus , 2 scanners same as above and effect not stackable after 2 (Are dread gadgets supposed to be better than scout gadgets? It's the opposite in release.)
13. Tele-bombs travel faster than bios of the same level
Clavate:
1. First fighter bay is only fore,right, aft not left
2. Shredder missle slots are blank. However they will fire but you can't see the missles either just a empty target diamond where they are supposed to be
ICC SHIPS
1. Couldn't change armor (ICC should have reflective armor right?)
2. Can change rails to pcannons
3. Can't change pcannons back to rails
4. Can change Cls for Pulse Beams then change Pulse for HCls
5. ICC supply ships rail guns only fire left or right (intended? not much experince in a ICC supply
6. Can't chnage Mirvs
7. Can change Fusion torps for Protons
8. Second Cl on bomber frig Fore,Left,Right (shouldn't it be full as well?)
9. Fighter AI screwed for ICC as well
10. Interceptor-fighter doesn't seem to fire
11. SRR travels faster than other Fighter craft
12. Missle Destroyers Engines Blank
13. Can use any factions mines
14. Combat Destroyers Engines Blank
15. Jump Crusier has only two bomb slots(thought it was three)
16. Heavy Transport has two right and two left shields
No other players in beta, so all this was tested solo either with cntrl+click or against planets. If someone would double check my results I would appreciate it. Will add ICC at a later date.
[ This Message was edited by: thundercat{recruiting}(betatesting) on 2006-06-06 01:26 ]
[ This Message was edited by: thundercat{recruiting}(betatesting) on 2006-06-06 02:11 ]
[small][ This Message was edited by: thundercat{recruiting}(betatesting) on 2006-06-06 02:54 ][/small]
[ This Message was edited by: thundercat{recruiting}(betatesting) on 2006-06-07 00:08 ]
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thundercat984 Cadet
Joined: December 31, 2005 Posts: 166 From: southern us
| Posted: 2006-06-07 00:09  
Add ICC ship run through to my post. Not very experinced as kluth or ICC so if some one would check my results that would be great.
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GothThug {C?} Fleet Admiral
Joined: June 29, 2005 Posts: 2932
| Posted: 2006-06-08 18:17  
Most likely thundercat, the 3rd Mirv slot was a bug in release, hense why a certain player got his stats wiped *Cough* but yeah, basically these are all bugs, so, we're gonna be fragged in the next release if we cant use AME's =.= anyways i have some problems of my own
ICC Bomber Dread: Still Takes out 1 Building per 9 mirvs. if a planet is not built right power off and such they can sit at 600 GU and just Target a certain building Press B and watch the fireworks. Same with Command Carrier, Command Dread, bomber Cruiser ETC,
When Fighting Kluth, The Reflective Armor does NOT protect right, I took a Full Alpha from a mandy from the Rear quarter and my battle dread was Instantly Disabled from the rear, -.- is this intended or not?
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-06-08 20:34  
There's still tweaking to be done.
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Ospolos Grand Admiral
Joined: January 31, 2004 Posts: 567 From: ON, CANADA
| Posted: 2006-06-10 12:07  
[Possible Exploit - Maybe | Opinions]
- Using a Tractor Beam by selecting yourself, modifies your movement speeds. So say your dread moves at 15gu/s, the tractor would make you move (I dont know how much it makes you move by, so this is faked) 15.5gu/s.
[ This Message was edited by: Ospolos on 2006-06-10 12:07 ]
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Osp
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Binks 1st Rear Admiral
Joined: November 28, 2003 Posts: 469
| Posted: 2006-06-10 12:38  
Quote:
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On 2006-06-10 12:07, Ospolos wrote:
[Possible Exploit - Maybe | Opinions]
- Using a Tractor Beam by selecting yourself, modifies your movement speeds. So say your dread moves at 15gu/s, the tractor would make you move (I dont know how much it makes you move by, so this is faked) 15.5gu/s.
[ This Message was edited by: Ospolos on 2006-06-10 12:07 ]
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Unable to replicate this effect in either a Missile Dread of MR125 Engineer ship. Targeted self via nav screen and tried both regular and reverse (shift-t) tractor beams, no effect on speed either measured or in a "race" of sorts...perhaps more info is needed on how to produce the effect?
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YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2006-06-10 13:18  
Was able to recreate the effect in a 125 engineer. When not in orbit, it was possible to target myself, and caused a small amount of speed based on the movement of the dust around the ship. I'm going to try it on a dreadnought, the effect should be increased due to the stronger beam.
This does need looking into.
-10 minutes later-
Recreated the effect in a Combat Dreadnought. Just as pull tractor makes you go forwards, push tractor reverses you. I went to the trouble of timing how long it took to travel 1gu and it came to about 3 seconds, or 0.3 gu/s, so Os wasn't far off.
[ This Message was edited by: YIIMM on 2006-06-10 13:27 ]
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Ospolos Grand Admiral
Joined: January 31, 2004 Posts: 567 From: ON, CANADA
| Posted: 2006-06-10 14:12  
Thanks for the clarification, it helps alot, we dont need enimies to run away quicker do we now?
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Osp
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-06-10 19:49  
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On 2006-06-10 14:12, Ospolos wrote:
Thanks for the clarification, it helps alot, we dont need enimies to run away quicker do we now?
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This DOES work. I tested it on my server. If the tractor beam is mounted on the FRONT of your ship (ahead of the center), then it will act as if someone else is tractoring you. Works best with the Siphon.
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YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2006-06-11 07:47  
Tried it in the Agincourt, and because of the mounting of the tractors, had to make one push and the other pull
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BackSlash Marshal Galactic Navy
Joined: March 23, 2003 Posts: 11183 From: Bristol, England
| Posted: 2006-06-11 08:20  
I wouldn't worry too much about it. To those ships that have those nice tractor placements, they need the power to use the weapons. Agincourt is the only exception, and I doubt you'd be wanting to use a tractor on those (ECM/ECCM is better).
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doda *EP5 no longer exception...* Grand Admiral
Joined: December 11, 2005 Posts: 1012 From: happy land
| Posted: 2006-06-11 09:35  
After a MIR cruiser gets destroyed instead of the comon ship explosion graphic and dropping resources. The MIR cruiser dropped resources and floated on with the original ship graphic.
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