Shield Punch augment does not work

The "shield punch" beam augment does nothing but reduce attack by 25% because the stat that's supposed to bypass shield doesn't work properly.

Punch has IgnoreShield at flat 0.5, but that stat does nothing at any value below 1.0. At anything above, shields are fully ignored.

I'm not sure if it's supposed to be 50% chance for full bypass or 50% of the total will always bypass, but neither is the case. The same is true for the (currently unused) PD and armour bypass stats.

 

EDIT: this somehow ended up on the wrong forum. This is supposed to be in support.

31,440 views 32 replies
Reply #1 Top

There are many things that still dont work properly or not at all.  Hopefully sooner that later patch will fix all those issues.

Reply #2 Top

Somebody should make a list so that devs can't help but trip over it daily.

Reply #3 Top

Emailing support@stardock.com with the Tech name, the expected result and the real result will get it fixed pretty quickly.

Reply #4 Top

The bug persists as of 1.6.1, but something changed. Still never ignores any amount of defenses, but any amount of the appropriate ignore stat forces attacks to deal 50% of the total attack as damage to defense, rather than randomly up to 50%, like a bad shield leech etc type augment. Values 1.0 and over are still completely ignoring the associated defense.

 

Reply #5 Top

As of 1.7.1, it's still broken.

Reply #6 Top

Out of curiosity (I posted a thread detailing the same bug in support about a week ago):

Did you write an email as ZubaZ suggested? (Otherwise I would be tempted to do so)

Reply #7 Top

Five months ago I did. I just bump the thread every time a major update fails to fix it in an attempt to keep staff aware of the continuing bug.

Reply #8 Top

I have the bad feeling they don't really want to address any combat related things :/

Their announcements concerning 1.8 and next years expansions are rather vague in that regard, too :/

Reply #9 Top

Nah, the shield punch is really one of the best augments <if it works>. Currently it is not bypassing shields. 

 

So if I have 100 beam attack and I have the shield punch augument. I would expect 66 points of dmg to be applied {DIRECTLY TO THE HIT POINTS OF THE HULL} thus 'bypassing' existing shields.

 

This is my understanding of how it works and it reads exactly that. 'Beams will bypass 66% of shields but still do full damage. 

 

Again if my beam attack is an even 100, then I expect 66 to be applied directly to the hull. 

 

It is currently NOT working like this. 

 

Reply #10 Top

Wow, they DID buff the numbers on both augments. If they worked right now, you'd be an idiot to use kinetic or missile at all.

I guess it's good for balance that they do literally nothing.

Reply #11 Top

Well the end line missile augment is amazing as well making that cooldown amazing when combined with missile assister and rapid fire  missiles I got it down to .5 !!!

 

Who needs beams when you are spewing missiles out every second. 

Reply #12 Top

Punch would allow you to trivially kill anything in the first salvo. No other weapons can do that no matter how many shenanigans you stack up.

Reply #13 Top

With all beam attack speed boosters you get a weapon cooldown of 2.75 for beams. That's the time lowest time per ship kill you can achieve.

With missile attack boosters you can achieve 0.4 weapon cooldown for missiles, and you can kill a ship every 2 shots, thus 0.8 seconds. It's been like this since release afaik. (It also only costs two antimatter per ship as opposed to 3 or 4 elerium per ship and depending on techs you also achieve higher range with missiles).

Reply #14 Top

Was there any word of a fix for the Shield Punch? I like beams only because they are graphically cooler looking than missiles. 

Reply #15 Top

Quoting Larsenex, reply 14

Was there any word of a fix for the Shield Punch? I like beams only because they are graphically cooler looking than missiles. 

I think you can change them so they Glow, I say think because I have never checked in the battle viewer. after altering/adding new effects for Torpedo's in my Star Trek mod, something I should do tbh :).

I know Photon Torpedo had additional Art that looks to me from reading the xml, it makes them glow and I based my art off it.

 

Reply #16 Top

Nope, checked in game. No change here.

@exelsis
On a sidenote: did you also check values above 2.0? Would be kinda funny if this stat worked like an int...

Reply #17 Top

So I can fix this in my XML using note pad but can this be fixed with note pad tweaks? (Talking about fixing shield punch to do exactly what its supposed to)... 

 

I would DEARLY love for the augment to work. So how can I fix it in my game?

Reply #18 Top

Also there is NO need to have both shield leech and shield punch. It should be ONE or the OTHER but not both. 

Reply #19 Top

Just to be clear here. I want to be sure I am understanding the mechanic. 

 

If my beams are 1000 exactly in strength. If I have the 'shield punch' augment on that vessel and I fire at a ship that has 100 shields and 600 hit points. I expect the beams to do 650 hit points directly to the ship thus destroying it in one salvo. 

 

Am I reading this wrong?

Reply #20 Top

That's the function i'd prefer. The alternate interpretation is an N% chance of bypassing defenses with the entirety of the attack.

 

And no, you cannot fix it. The statistic itself is broken. Values below 1 do nothing, values 1 and above ignore 100% of defenses on every attack.

Reply #21 Top

Quoting exelsis, reply 20

values 1 and above ignore 100% of defenses on every attack.
Did anything above 1 include values above 2 in your tests? I am wondering if it actually did double damage + bypass shields then.

Reply #22 Top

Yes. I tried something like 5.0 - no additional damage. It's just a binary statistic; ignore/interact with defenses.

Reply #23 Top

Have you submitted a ticket on this? 

 

I would mod the shield punch to bypass 100% but then tie it to 2 Elerium per component to make up for it.  Can this be done? Its a half assed fix but achieves more or less the idea it is supposed to do. 

Reply #24 Top

I did way back when.

If you want the augments to do something, just change the statistic to 1.0 - full shield bypass.

Reply #25 Top

Ok, I may do just that. I will have to look at the resource cost. If I am going to bypass 100% of shields using that augment I am happy to pay a 2 or even 3 Elerium cost for it.

Happy days!