Forums » Bugs
Trident Energy Level Bug
The PCB is now useless against a trident because the pilot can exit the trident and e-enter, and then immediately jump because the energy level goes back to full on taking control. This is now being used as a defensive technique and I believe it should not work this way.
+1
And I think the PCB should be buffed.... *heads to the suggestion forum*
And I think the PCB should be buffed.... *heads to the suggestion forum*
Even if the PCB was buffed to knock off 250 energy in a single shot, it wouldn't offset this.
Yeah this is a pretty messed up bug.
+1
that's a pretty bad bug
+2 this... we had an entire team attacking a serco trident with no opposition (aside from the trident pilot). The trident simpley drifted to jump range and undock/docked and jumped away, despite constant PCB onslaught.
Actually, its possible just to keep turboing without the PCB having any effect whatsoever.
you mean if you are in a turret?
We will have this issue fixed in an upcoming update. Thanks.
very interesting!
Did you guys fix it so the PCB actually works on NPC energy levels and have it sync between the player/NPC controlled Tridents or just come up with a work around like zero energy after docking?
Heh, my first thought was to zero the energy when docking, but I ended up having the PCB actually work on NPCs (although they'll still be able to jump out with zero energy so they're not exactly like players) and the energy level persists between npc/player controlled ships.
awwww... for a tiny moment I thought we'd be able to trap npc voys.... just... a tiny moment.
That would make the PCB actually really useful.
Thanks for not taking the easy way out, Ray. :)
Thanks for not taking the easy way out, Ray. :)