I am not sure this was intended or not, but, Its hard enough for some armour-tank ships to do their thing. Even harder when their armour HP can be 1-shot like shields with a single beam for example. Might be some sort of damage overflow. Regardless, Breaking only a few blocks and removing a lot of armour HP is counter intuitive, since armour is the entire vessel and not just at 1 block.
Description
Details
- Task Type
- Bug
- Affected Gamemode(s)
- Single and Multi
- Reproducible
- Yes
- Last tested (version)
- 0.199.535
- Category
- Control Block System: Weapons
- First occurrence (version)
- 0.19624
- OS-Specific
- No
- Hardware-Specific
- No
- Video Card Vendor
- uncertain
- Spawn in any ship, the larger the better
- Equip Admin weapons, Laser/Sniper work best
- shoot at vessel when shields are down, Notice that with the sniper a single block is broken, but there is a Massive drain on the armour HP
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Event Timeline
It's intended. If we only allow to kill as much AHP as the block offers, you can never reach 0 AHP unless you kill every single armor block.
So what do you propose that it should be?
Hmm, I Dont know how it should be, but a ship that's using Millions of blocks of advanced armour shouldn't have its armour HP removed upon the destruction of 1 block. Perhaps put a cap on the amount of armour HP that can be removed in one go from a single block.
Perhaps the system should "only" pull the required HP to defend the block under attack, so without effects, an ADV armour block should give 100 to the HP. Since 50% of of the damage goes to the AHP, 1 block will take 250AHP from the pool when killed. This will increase (Or lower) based on using Piercing or Punch defensively, or both.
-rejected-
Was changed a few months ago, now the max removed AHP per block is capped to a multiplication of itself. Forgot the value but it's something along the lines of 3-5 times of the AHP it adds itself.
Could be temporary only though...