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1/3 of HYTs bugged

redrickyredricky Member Posts: 1,004 Arc User
edited July 2012 in PvP Gameplay
flyingtarg wrote: »
I know I'm two weeks late to this post, but your suspicion about mine damage being buggy is correct. We pushed the following change to Tribble on 6/29:



There was an order of operations bug that was causing the mine/torpedo explosions to not work reliably. To put it simply, when a Mine explodes, it has to do two things: Deal damage and kill itself. However, if the mine happened to kill itself before dealing the damage, it never dealt the damage it was supposed to.

I'd say that about a third of all mine/high yield torpedo explosions were not firing correctly. So for a group of mines you can think of it as a pretty substantial damage buff.

O.o

Here I thought it was just that sliver of shields.

*goes off to work on transphasic mine pooper build*
_______________
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Post edited by redricky on

Comments

  • obertheromulanobertheromulan Member Posts: 0 Arc User
    edited July 2012
    Hmm... It's only targetable projectiles isn't it?

    Still, all hail the mighty mine pooper.
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  • radkipradkip Member Posts: 0 Arc User
    edited July 2012
    Heh, wow. That's a pretty basic game design mistake. One I don't even make anymore. >.> This certainly explains how I was able to fly right into an entire net of photon mines while cloaked one time and only suffer about 8% hull damage.

    OberthRomulan: I believe it applies to all projectiles that self destruct on impact. They all have to destroy themselves at some point, whether they're able to be targeted or not. I can't say I've noticed torpedoes doing no damage though, so maybe they got the order of operations on torpedo destruction correct while they didn't for mines.
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  • mavairomavairo Member Posts: 579
    edited July 2012
    How long has it been broken? since f2p?

    If so that would explain -alot- of things.

    How did I not see this during my number crunching sessions?!
  • delta#5820 delta Member Posts: 33 Arc User
    edited July 2012
    Then the almighty tribble said, "let there be mines."
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  • vinru821vinru821 Member Posts: 0 Arc User
    edited July 2012
    Now if they can only bug out beams and cannons, we would be set!

    we would all last 2/3 as long!
    :eek:
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2012
    no wonder they were always so harmless
  • dassemstodassemsto Member Posts: 792 Arc User
    edited July 2012
    and i just thought they died and went to tricobalt heaven....
  • mavairomavairo Member Posts: 579
    edited July 2012
    So right now HYT, will miss one shot (generally) and have a 30 percent chance of the other two rounds literally doing nothing.

    Heh. And here I thought I had completely lost any sense of torp timing when I came back.
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited July 2012
    so is this why torp spread seems to be doing more damage then high yeild? the sheer amount of torps?
  • naeviusnaevius Member Posts: 0 Arc User
    edited July 2012
    It's a feature. Having a rotating pool of broken skills keeps things exciting.
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  • redrickyredricky Member Posts: 1,004 Arc User
    edited July 2012
    Mini is going to blow himself up 33% more often. Wait, no, it's 50% more often, right? Cause 1/3 is 50% of... ow. Nvm.

    Mini is going to tric himself more often now, lol.
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • mavairomavairo Member Posts: 579
    edited July 2012
    I'm going to shoot people down more often with quantums maybe like the good old days again!

    Fox 2!
  • mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited July 2012
    redricky wrote: »
    Mini is going to blow himself up 33% more often. Wait, no, it's 50% more often, right? Cause 1/3 is 50% of... ow. Nvm.

    Mini is going to tric himself more often now, lol.
    But he'll also blow you up with him more often now! It all evens out.

    Except the hilarity factor, that increases.
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  • havamhavam Member Posts: 1,735 Arc User
    edited July 2012
    naevius wrote: »
    It's a feature. Having a rotating pool of broken skills keeps things exciting.

    lawl sadly this is the best explanation so far
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2012
    im pretty sure this is only talking about weapons that create critters, like tricobalts, heavy plasmas and mines. standard torpedoes that arent actually selectable critters don't have this problems. this is what i read from that anyway. so quantums will explode as harmlessly as ever against shields ;)
  • naeviusnaevius Member Posts: 0 Arc User
    edited July 2012
    im pretty sure this is only talking about weapons that create critters, like tricobalts, heavy plasmas and mines. standard torpedoes that arent actually selectable critters don't have this problems. this is what i read from that anyway. so quantums will explode as harmlessly as ever against shields ;)

    Agreed, quantums, etc, are only visual effects, and have no need to 'suicide', so they are unaffected.
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  • criminiuscriminius Member Posts: 184 Arc User
    edited July 2012
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited July 2012
    Honestly, when I read the information Tuesday night, I was kinda surprised by it. Because I never really noticed mine and torp damage ever having the issues that was discussed. Though I have seen Plasma and Tric Torps misfire/do nothing. Or the Transphasic Cluster Torpedo. Which, if launched from too close, self destructs with out doing anything. Which could definitely be the culprit to getting fixed.
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  • naffoffpwenaffoffpwe Member Posts: 62 Arc User
    edited July 2012
    Originally Posted by flyingtarg
    I know I'm two weeks late to this post, but your suspicion about mine damage being buggy is correct. We pushed the following change to Tribble on 6/29:



    There was an order of operations bug that was causing the mine/torpedo explosions to not work reliably. To put it simply, when a Mine explodes, it has to do two things: Deal damage and kill itself. However, if the mine happened to kill itself before dealing the damage, it never dealt the damage it was supposed to.

    I'd say that about a third of all mine/high yield torpedo explosions were not firing correctly. So for a group of mines you can think of it as a pretty substantial damage buff.

    So mines were actually supposed to be able to do damage and not put in game purely to generate spam and thus clutter up our UI and lag us all out???

    Who'd thought it...
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