Admin > Dev App Testing
Tools, Stamina, and Ramming Damage
Watchmaker:
During the last round of public testing, a few of you asserted something strange: that using pilot stamina and/or moonshine during a ram *reduced* the damage dealt. This is definitely not intended behavior.
After doing some isolated testing, it's also not something I've been able to reproduce. My simple test case was flying a pyramidion with AI disabled against another AI-disabled pyramidion, ships starting 500 meters apart and at a dead stop.
Under these circumstances, damage dealt to both ships' armor is about the same, and rises appropriately with additional acceleration. After all multipliers are taken into account, the results were:
* Basic ram - ~160
* Moonshine ram - ~240
* Stamina ram - ~210
* Moonshine+stamina ram - ~260
(Moonshine was used only for brief periods towards the end of the charge to ensure it was on during the impact, I wouldn't doubt you could get more damage if you timed your use of it more optimally)
My numbers are taken directly from server logs, which of course you can't see. But if you're finding situations where you feel that using these thrust-increasing/drag-reducing tools causes you to deal/take LESS ramming damage, something may be bugged and I would like to know exactly what you're doing to get this result.
Squidslinger Gilder:
I honestly didn't see what they were talking about in regards to stamina rams. Course when they tested I was in a squid and it was hard to tell.
Now that I think about it, what I think was happening is the added speed via stamina would bounce the ship more instead of hitting more like a dead weight. Successful Pyra upper cuts in the past involved the concept of the vessel flying over getting caught on the rising ridge of the pyra. Perhaps just the fact that the vessel was hitting with more force and bouncing it instead of hitting with the force then carrying it a little with the weight.
Richard LeMoon:
Will test again and record the results. We tested it several times, and there was zero damage to both ships hitting each other while running kero in the mobula, moonshine in the galleon, and both with stamina. With head on collisions, the ships just stopped with no damage at all. AI were turned off. If the target ship was not moving or not running stamina, damage was dealt.
Squidslinger Gilder:
Ya I'd like to see the screens. I tried stamina rams. Some I'd lose armor or balloon, others weren't as bad. Its very hard to replicate the same ram over and over with a squid.
Patched Wizard:
Okay Watchmaker I need to know now for my own sake. Are you asking this because you're still considering implementing Stamina into the main game?
Navigation
[0] Message Index
[#] Next page
Go to full version