Forums » Bugs

New update has capswarms using too much energy

Sep 03, 2021 urshurak link
***honestly, capswarms shouldn't even use energy***

..yet, here we are [sigh]

I logged into an account with a trident and fired a capswarm turret twice...each time it used 3000 energy instead of 500...obviously a bug wherein each missile is using 500 energy to fire.

Might i suggest that the persistent bug of capswarms not actually depleting their respective ammo be fixed instead of the nonsensical workaround of missiles actually using energy (which goes against all current game-logic)?

Frankly, even with capswarms using only 500 energy, it essentially makes the possibility of unrat/capship encounters an OP situation. In fact, now pretty much anyone with a PCB can bring a trident to a defenseless standstill?

Think about it: you've broken a basic concept of the game:

>>>Energy-based weapons use energy, not ammunition

>>>Ammunition-based weapons use ammunition, not energy

it's a basic trade-off that has always made perfect sense.

Having ammunition-based turrets use energy is an unfair disadvantage handed down to capship pilots, without question.
Sep 03, 2021 urshurak link
Yup, even with the adjustment back down to 500, i just logged back in and lost a trident to unrats because there is no defense against a PCB attack. Capswarms using energy breaks the game.
Sep 04, 2021 incarnate link
They were using 600 energy, per volley, before the change. So, they've been reduced, to 500.

The "500-vs-3000" issue only existed for an hour, maybe less. It has already been addressed, clearly. In fact, it was fixed before this thread was created.

The swarm turrets had been using 600 energy per volley for a month.

The rest of this seems to be some kind of design debate, which is not appropriate for Bugs.

Bugs is only for content that is not functioning as intended. This is functioning as intended.

The change in energy usage came from a Suggestions discussion, which is the appropriate place for that kind of commentary.