Shield Damage..?

Shield Damage..?

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Fanger
Expand & Exterminate Developer
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Shield Damage..?

Post by Fanger »

How do shields determine how much shield power they lose per hit, is this determined by the default dmg of the weapon?
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Guessmyname
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Post by Guessmyname »

I think so
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Neddie
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Post by Neddie »

I have no idea... I think you and Caydr both have serious questions about shields that might be better addressed in a single thread, however.
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Caydr
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Post by Caydr »

Guessmyname: most helpful reply ever :P

Default damage of the weapon.

Haven't experimented extensively, but it'd be interesting to find out if the dev who set up the shield system thought far enough ahead to make it take armor-specific damage for its parent unit.
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Fanger
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Post by Fanger »

shield specific dmg would be quite awesome given that currently I use the default dmg to affect the explosion size.. which is currently still linked to that..
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Fanger
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Post by Fanger »

Yeah WE really need a way to specify dmg to shields other than through the default dmg which really doesnt work very well..

since default dmg also determines explosion size.. it cant also be used on the shields themselves..
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Forboding Angel
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Post by Forboding Angel »

Ressurecting this thread because this really needs to be fixed.
j5mello
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Post by j5mello »

agreed shields were gonna be a major part of E&E and its sad that we either get shields or cool explosions. Honestly i like the explosions alot.

plz rework the system so that its more... whatever Fang and other modders need.
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krogothe
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Post by krogothe »

Assign shields an armortype.
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Forboding Angel
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Post by Forboding Angel »

the thing that confuses me is... Why was it done as default damage anyway?

I don't know if it still is... But Even AA's default damages Used to be/still are, all over the place.

Meh, It just doesn't make much sense :?
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Caydr
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Post by Caydr »

I commonly use default damage as a way of telling how big I want an explosion visually, then use impulsefactor and specific damage to all armor types to describe how I actually want damage to be done.

For instance, flak guns without this tweak have a completely lame explosion and look nothing at all like flak.
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Forboding Angel
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Post by Forboding Angel »

Caydr wrote:I commonly use default damage as a way of telling how big I want an explosion visually, then use impulsefactor and specific damage to all armor types to describe how I actually want damage to be done.

For instance, flak guns without this tweak have a completely lame explosion and look nothing at all like flak.
Exactly what I was getting at. For example fang uses actual damage * 7 I believe for default damage to make the explosions look realistic (which BTW I kinda wish you would do that for AA caydr, it would make explody things in AA look really cool ;p).

Default damage is not the correct designation for the shields. This needs to be fixed quickly.
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