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Trident Type M died at 50% hull
In today's Nation War, my trident exploded at 50% hull by my reading on the group health bar, and after the smoke cleared, everyone, friendlies and enemies alike, reported a great variety of hull %, none of them close to 0.
I knew it's destruction was nearly a forgone conclusion taking it to NW, and by the time I was approaching 50%, it was inevitable, but the early destruction prevented me from planned endgame: to launch all gunners to fight ship-to-ship, then deploy my Teller-Ulam mine, and failing that, to /explode.
It was heck of fun anyway, but you should check this out.
I knew it's destruction was nearly a forgone conclusion taking it to NW, and by the time I was approaching 50%, it was inevitable, but the early destruction prevented me from planned endgame: to launch all gunners to fight ship-to-ship, then deploy my Teller-Ulam mine, and failing that, to /explode.
It was heck of fun anyway, but you should check this out.
Also reported here:
http://www.vendetta-online.com/x/msgboard/2/24831
http://www.vendetta-online.com/x/msgboard/2/24831
my trident exploded at 50% hull
By fact, your trident was at 0% health, but it showed to you that it was 50%.
and after the smoke cleared, everyone, friendlies and enemies alike, reported a great variety of hull %, none of them close to 0.
Interesting, for my hud that was 60% for more than 5 minutes of combat.
I hope devs will fix that bug, so next time the battle will be more strategic for both sides.
By fact, your trident was at 0% health, but it showed to you that it was 50%.
and after the smoke cleared, everyone, friendlies and enemies alike, reported a great variety of hull %, none of them close to 0.
Interesting, for my hud that was 60% for more than 5 minutes of combat.
I hope devs will fix that bug, so next time the battle will be more strategic for both sides.
I can confirm this as well, it was in the 60-something range when it popped. Given that you can't accurately tell what another ship's armor is at, It was probably 50%.
yes, Pirren, I know it had actually taken all the damage, but if the pilot and gunners can't get an accurate read on it, then contingencies cannot be enacted, which is about the only strategy it can have, being a giant unshielded punching bag.
Definitely an issue we need to address.
FYI, this should be fixed as of 1.8.181 tonight.
Was checking out CD's trident today, asked how much it cost to repair... She wasn't sure, so we did a test, I shot her up to 90%... Well, that was the plan anyways, she said it was at 90%, my display said 85% (84.4% to be exact)... My 84.4% and her 90% reading were unchanged even after jumping a few sectors and heading to the station for repair...
FYI, the repair costs ended up being roughly 100k credits (in case that helps determine what the actual damage was)...
Me and CD both took pictures of our readouts... Let me know if you want me to post mine here.
FYI, the repair costs ended up being roughly 100k credits (in case that helps determine what the actual damage was)...
Me and CD both took pictures of our readouts... Let me know if you want me to post mine here.
We'll take a look, but this may just be related to inherent accuracy differences between "local" and "remote" damage displays. We quantize the data we sent out to other players, prioritizing smaller packets over critical display accuracy. So there's always been a bit of disparity between remote and local readouts that was part of the design.
Still, we'll check it out. Thanks.
Still, we'll check it out. Thanks.
A thought on the matter: if a ship even grazes the trident's docking bay on exit or entry, the hull and all turrets immediately read 94 or 93%, then take no more collision damage, or more likely the damage can't make a 1% dent. Don't know if they are related, but a 5% difference on that much armor is a sizable discrepancy. At any rate, I've meant to report the instant tap damage.
As for this incident, he shot me to 90% by my readout and that is what the station repair screen said as well.
As for this incident, he shot me to 90% by my readout and that is what the station repair screen said as well.
I posted a suggestion to decrease the disparity between the local and remote displays for capships here:
http://www.vendetta-online.com/x/msgboard/3/25063
The first percentage drop below 100% is a 6.2% drop, but the rest are 3.1%. Still, on a capship 3% is a lot of damage.
http://www.vendetta-online.com/x/msgboard/3/25063
The first percentage drop below 100% is a 6.2% drop, but the rest are 3.1%. Still, on a capship 3% is a lot of damage.
In our test today I was able to see each 1% drop, and drazed slowed down the shooting so he could stop after the shot that took me from 91% to 90%.