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Messages - Watchmaker

Pages: 1 ... 12 13 [14]
196
Release Notes / Re: Official 1.1.5 Patch Notes
« on: March 26, 2013, 03:36:03 pm »
This actually happened at about the same time as the last hotfix, and I forgot to mention it:
- Damage from a single hit no longer overflows from armor to hull health

197
Release Notes / Re: Official 1.1.5 Patch Notes
« on: March 22, 2013, 07:03:19 pm »
It was related to that, Phoebe.  If you switched tools rapidly, you could effectively rebuild with two or more of them simultaneously.

198
Release Notes / Re: Official 1.1.5 Patch Notes
« on: March 22, 2013, 06:20:55 pm »
A couple of server hotfixes that went out today:
- Fixed a performance issue that caused increasing server slowdown in long matches
- Fixed an exploit that allowed an engineer to rebuild faster than intended

199
Gameplay / Re: Will Firing When Turning Ever be "Fixed"?
« on: March 19, 2013, 12:01:58 pm »
Also, I would be curious as to whether this effect feels any different now that the *other* gun turning bug has been fixed (it was in 1.1.5, shots didn't go quite where you would have expected when a gun was partially rotated in both axes).

200
General Discussion / Re: I played with X
« on: March 11, 2013, 02:51:29 pm »
I  just investigated the "skip cooldown" bug, because, well, that would be bad.  But as far as I can tell, you cannot actually use it to rebuild faster.

What you're seeing is solely a bug with the animation client-side.  The time between rebuild hits is independently checked on the server, and that check is not affected by this.  In fact, if you watch closely while doing this and are actually doing it fast enough to beat the animation, you'll see that the rebuild meter doesn't actually fill in response to the extra hit.

I'm guessing this was on a Squid? It really does only take about 3 seconds (4 hits) to rebuild the Squid's armor with the Shifting Spanner.

201
Feedback and Suggestions / Re: engine buffing
« on: March 07, 2013, 10:00:05 am »
Definitely a bug, good catch guys.

202
Q&A / Re: Damage system
« on: March 04, 2013, 03:13:48 pm »
It should be identical to hitting the hull directly.

203
Q&A / Re: Damage system
« on: March 04, 2013, 03:06:03 pm »
Overflow damage on a single hit does not transfer.

Subsequent hits transfer from the component that was hit to the "hull component" - meaning they apply damage to armor first, if any remains.

We've been unclear in the past on the terms for the two health bars on the hull (I try to refer to them as armor and health), which is probably part of the confusion.

Each hit (projectile, explosion, gatling or carronade ray/pellet) deals its damage to a single location, in a lump.  Transferred hits function exactly as if you actually hit, say, a hull hitbox instead of a balloon hitbox.  None of the balloon/engine/gun multipliers are applied; multipliers for hull armor or health are applied according to the hull's current state.

Note that there is a slightly weird case where a single hit deals more damage than remaining hull armor.  Currently, in this case, the base damage is multiplied by the armor modifiers, and any overflow of that modified value is applied directly to hull health.

Also, for the record: there was a data bug in the original release of 1.1.4 that caused the Flechette damage type (the one used by carronades and other balloon-killers) to deal slightly less than twice as much damage to armor as was intended.  This has since been fixed.

204
Q&A / Re: Damage system
« on: March 04, 2013, 11:05:15 am »
A better way to think of the two damage values for each gun is as "primary" and "secondary". 

On hitscan weapons (the carronades and gatling gun), both units of damage are applied to whatever is actually struck.  The carronade has some additional consideration in that it fires a number of simulated pellets, each of which is handled independently.

The flamethrower is broadly similar, though since it shoots out simulated spheres each particle can hypothetically strike multiple parts (also the flamethrower is currently configured to only have primary damage, so the distinction is pointless).

On weapons with fully simulated projectiles (basically everything else), primary damage is dealt to the part hit by the projectile and secondary is dealt in a sphere around it (scaling down slightly with distance).  Weapons with arming time do not deal their secondary damage before the arming time is up.

EDIT: Hubert PIckle is correct otherwise.  Hitting any destroyed part transfers the hit to the armor/hull, before any of the multipliers are applied.

205
Website and Forum Issues / This morning's SSL freakout
« on: February 28, 2013, 12:32:43 pm »
If you tried to visit the forum this morning, you may have received a browser error about an invalid SSL certificate.  We weren't hacked or anything, we just failed at configuration.  Everything should be fine now, please continue to let us know here or in email (feedback at musegames.com) if it's not.

206
The Pit / Re: The only image worth saving...
« on: February 23, 2013, 09:32:32 am »
Perhaps I exaggerate.

But, still, look at that spider!

207
The Pit / The only image worth saving...
« on: February 22, 2013, 10:04:11 pm »
...from the old forum


208
The Lounge / Re: Introductions!
« on: February 22, 2013, 11:28:29 am »
I'm Alex, a developer at Muse.  Mostly I do graphics/rendering and network programming, but I've touched just about everything in the game at some point.  You may also see me online occasionally under the name Jormungandr.

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