[Bug 6.0] Damage never overflows as long as defense is bigger than 0

(no matter how small)

I think this is a bug, and it's quite unbalancing as it prevents a tiny ship from dying in one blow from a big one, which means a lot of wasted firepower. When defense against a damage type is at least 1, it doesn't matter how strong the attack is, no HP will be lost (and defense will go negative)

 

This means that a 500-power laser attack against a 1HP/1Shield ship wiill still take the entire laser firepower 2 turns to destroy.

 

This means that a few tiny ships can and WILL take down a titan. This makes large ships quite a lot less useful...

9,262 views 8 replies
Reply #1 Top

That goes a ways towards explaining why fighters are so over powered.

Reply #2 Top

Yep, this is Beta. I personally think 'fighters' should be their own class of ship that is not something we can design. 

 

They should have 1/2 the range, ZERO hit points and be destroyed if struck on the first volley of any ship mounted weapon. 

Reply #3 Top

5hp is like 0, any ship 30 turns in ship kill a tiny in one blow.

Reply #4 Top

Quoting DARCA1213, reply 3

5hp is like 0, any ship 30 turns in ship kill a tiny in one blow.

 

Not if they have at least 1 in the corresponding defense, because of the aforementioned bug. Then it will be 2 blows, the 1 defense soaking the entire damage of a whole volley.

HPs being too low is a separate, balance issue.

 

Reply #5 Top

This bug is still in 5.3 (unless it's not a bug? Then it's a strange balance decision). I'm opening a ticket with a savegame.

Reply #6 Top

Thanks. I'll also note this for the devs.

 

Reply #7 Top

I've checked, the bug is still there in 6.0, although defenses no longer go in the negative. High-firepower ships will still waste a tremendous amount of firepower while not doing any hull damage. In other words, tiny ships can still soak entire volleys with weak defenses because the extra damage doesn't affect HPs.

Reply #8 Top

I wonder were the remaining damage goes when it's not subtracted from either defense or hitpoints. The update seems more like a bandaid fix to me. It would be better if each weapon module would be calculated separately.