View Full Version : Another stacked figher bug (I think)
Phier
June 10th, 2001, 07:25 PM
Using the talisman your normal weapons can hit enemy fighters without fail. This is fine and good of course, but it seems that stacked fighters are also considered one unit for damage. Using the devnulmod and a spinal weapon doing about 600 damage, one shot was able to kill a group of 5 fighters. 4 shots of about 200 damage each killed a group of about 15 fighters etc. Now unless the fighter formation is 'line up in a row', this should not be possible.
Marty Ward
June 10th, 2001, 07:45 PM
I think that this has been noted before, the first fighter gets the benefit of all their shields but if it is destroyed the extra damage goes directly against the next fighter, ignoring shields, and the next etc. There is a fairly recent thread about this, search under fighters/fighter bugs.
Baron Munchausen
June 10th, 2001, 07:46 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Phier:
Using the talisman your normal weapons can hit enemy fighters without fail. This is fine and good of course, but it seems that stacked fighters are also considered one unit for damage. Using the devnulmod and a spinal weapon doing about 600 damage, one shot was able to kill a group of 5 fighters. 4 shots of about 200 damage each killed a group of about 15 fighters etc. Now unless the fighter formation is 'line up in a row', this should not be possible.<HR></BLOCKQUOTE>
This is how fighters work. All units are treated as "composite" stacks just like ships in the original MOO. Yeah, it's unrealistic in some ways but it's still much cooler to have units than not to have them. Maybe in SE V they will be individually managed. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Jubala
June 10th, 2001, 10:42 PM
The really annoying thing about this is that it's only the shields of the first fighters that does any good. Once the first fighters shields are down and it dies all extra damage is applied to the rest of the fighters without taking into account their shields.
DirectorTsaarx
June 11th, 2001, 07:39 PM
BTW - this bug applies to satellites as well. I've been paying closer attention to the combat display, and watched the effect; a meson bLaster finished off the first satellite, and then did internal damage on the second satellite. The NEXT meson bLaster shot was applied to the second satellite's shields, fortunately. But that doesn't solve the problem of a single large weapon tearing through a single unit's shields and then doing internal damage on all the other units...
Nitram Draw
June 11th, 2001, 07:44 PM
Probably does the same thing to weapons platforms too. It must be due to the fact that unit can stack in the same space.
Maybe this shouldn't be fixed, units are very powerful already.
Suicide Junkie
June 11th, 2001, 08:58 PM
Another badass bug in unit stacks is this:
All units get the shield effect from the first unit on top.
So, if you build one sat, with all shields, and the rest are sats without shields:
1) sat#1 gets hit, shields go down
2) sat#1 gets killed.
3) shields return to full and cover the second sat!
You can also get screwed over if you have an old sat first, and your newer ones Last, since the shield points (possibly zero) from the first sat are used for every sat in the group.
We really need to be able to break up Groups of units, and probably force different designs to fly in different stacks.
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