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Tar barrel
Zormac:
I just timed it. Steering engines are going down in 12-13 seconds and main engine in 20-21 seconds.
According to the description, tar does 25dmg/sec to engines, which means that steering engines have 300-325 HP and main engines 500-525 HP. I imagine MUSE would have preferred that component health were round numbers, so I'd say steering and main engines might have 300 and 500 HP respectively.
Upon testing with kerosene (10dmg/sec), steering engines went down in 30-31 seconds, for a total of 300-310 HP, which is within the aforementioned range, so supposedly the description is accurate. Now all I need is confirmation from devs that these are the actual values of engine health. If this is the case, then I just might have had the wrong impression all along.
Zormac:
--- Quote from: Zormac on July 24, 2013, 07:03:20 pm ---I just timed it. Steering engines are going down in 12-13 seconds and main engine in 20-21 seconds.
--- End quote ---
Ok, I wasn't happy with the data so I timed the damage taken by both types of engine several times, using kerosene, moonshine and tar, and averaged the results. The time it took for the steering/main engines to go down and calculated damage taken were, on average, as follow:
Kerosene - 31.44s (314.4 HP) / 54.41s (544.1 HP)
Moonshine - 11.04s (331.2 HP) / 18.75s (562.5 HP)
Tar Barrel - 12.96s (324 HP) / 22.15s (553.75 HP)
From this data it's possible to infer that the steering engines have around 325 HP and the main engines around 550 HP. Moonshine probably had higher results because the last hit to the engines does much more than necessary damage.
The results are so close together, with each tool working less than a second more or less than the other (which accounts for human error), that I can only accept that the damage is actually working correctly and I'm the one with incorrect feelings about them.
My second hypothesis is that maybe there was a bug before, causing it to deal less damage, which has now been incidentally repaired.
Squidslinger Gilder:
Could have easily been a bug before where it did less dmg than it should have. Heck the squid still hasn't been fixed after months now.
Captain Smollett:
Or, Muse changed it and didn't put it in the change logs.
Guess we'll never know.
Zormac:
It wasn't an intentional change. I talked to Keyvias about it.
However, I was participating in the Dev App event and noticed tar was taking much longer to break my engines. So I went into sandbox mode and timed it.
This is what I got:
Kerosene - 31.08s (310 HP) / 54.60s (546 HP) - CHECK
Moonshine - 10.95s (328 HP) / 18.65s (559 HP) - CHECK
Tar Barrel - 49.51s (1237 HP) / 1:26.34 (2158 HP) - ERROR
That means that the tar wasn't doing the 25 damage per second as the description stated. Instead, it was doing around 6.5 damage per second (25%). Now, it is doing the damage it was supposed to do. What I care is that I wasn't crazy :p
I, for one, think that maybe that having the tar run for 50 seconds before repairing side engines or even almost a minute and a half for main engine isn't fir, but doing 25 dmg/sec and running for a little over 10 seconds turns the tar into a bad choice. Maybe it could do 60% of that damage to the engines (15dmg/sec). That way we could use it for about 20 seconds (steering engines) or 36 seconds (main engine), which is fair.
Anyway, I'm sending this data to Eric.
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