Cannons and beams seem to bypass the shields and doing hull damage.
Shield was at 100% all the time. Tested by attacking the Trading Guild.
Description
Details
- Task Type
- Bug
- Affected Gamemode(s)
- Single and Multi
- Reproducible
- Yes
- Last tested (version)
- 0.201.105
- Category
- Control Block System: Systems
- First occurrence (version)
- 0.201.089
- OS-Specific
- No
- Hardware-Specific
- No
- Video Card Vendor
- uncertain
- fire missile from different sector to a shielded entity
- missile should go through and deal directly damage to hull
Perhaps at the start it was mainly cannons and beams going through the shield due to the bug of T2849. That still appears to be working fine, but the remaining hull damage I saw happen was caused by missiles fired from a different sector than the shield group/entity was in.
Seems to happen for all missiles types (although it is expected of the bomb), it's possible the fix for the cannons and beams made it happen for missiles instead or already happened but went unnoticed.
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Status | Assigned | Task | ||
---|---|---|---|---|
Unknown Object (Maniphest Task) | ||||
Resolved | lancake | T3048 Missiles fired cross sector bypass shields |
Event Timeline
-feedback-
I'm not 100% sure if I'm getting the same issue as you. But from what I can see, the GUI does not report the correct shield HP if you shoot something that is in a different sector.
The HP stats themselves do get changed correctly though, it's just that the GUI reports either "charging at normal rate" when getting hit or "completely empty at 0%" when it goes down, as that seems to be the only thing triggering a GUI update.
Can you reproduce that as well?
I tested it again. Insanth seems to completly ignore my shields this time. The shield indicator remained 100%, but in built mode I could see, that the actual value was fluctuating in a range, that fits the dmg values I expect of an Insanth (Shields remained 100%, because less then 1% changed of the shield value). So i believe, the shield value was recalculated correctly, but the weapons bypassed my shields because of some other reason.
The GUI only shows 100% for Reactor HP (for myself and for selected entities), although the reactor hp value is recalculated correctly, if the reactor gets hit. Maybe it goes to 0%, when the value reaches 0 (havent tested that).
Those issues should be fixed, shield should report its percentage more accurate now and any shield bypass should also not happen anymore.
Could you give it another check? It seems to work fine for my setup where I could reproduce it before.
Tested it agan on .104
Had the same issue. Cannons and/or beams just ignore the shields.
I jumped to a pirate station and just let it fire on me (42M shields at 100%).
The just damage the hull.
Maybe this is related to the fact, that pirates or other NPC ships are based on the old power system.
Could you upload the blueprint of the ship you used? I can't reproduce it with my own ships, visited a random pirate station and fought a few NPC ships as well.
Maybe I got lucky or it's something specific to the ship.
In case you don't want the blueprint to be publicly available, send me a PM here with the blueprint https://phab.starma.de/conpherence/ (top left, click on + to create a new room)
-confirmed-
Perhaps at the start it was mainly cannons and beams going through the shield due to the bug of T2849. That still appears to be working fine, but the remaining hull damage I saw happen was caused by missiles fired from a different sector than the shield group/entity was in.
Seems to happen for all missiles types (although it is expected of the bomb), it's possible the fix for the cannons and beams made it happen for missiles instead or already happened but went unnoticed.