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Old 03-20-2006, 08:47 AM   #1
MistenTH
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Lucky Shot's Damage, Inconsistent

Projectile Damage = 16
Bonus Modifier = 150
Expected Damage = 2400

Resultant Damage on 3200 HP Hardpoint

Test fired with 4 scenarios. Fired in attack mode, Fired with S-foils locked, Fired with only Luke facing, Fired with whole squadron facing target. No discernable difference noted.

Fire 1 - 10% damage
Fire 2 - 54% damage
Fire 3 - 32% damage
Fire 4 - 1% damage
Fire 5 - 45% damage
Fire 6 - 15% damage
fire 7 - 21% damage

Anyone knows if the randomness is coded into lucky shot, or is there some variable somewhere controlling its damage?


EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish. Introduces a FLEET! Deathmatch mode.

http://pff.swrebellion.com/index.php?topic=2763.0
http://www.lucasforums.com/showthread.php?t=161089

EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW. Also introduces Scenario play.

http://pff.swrebellion.com/index.php?topic=3136.0
http://www.lucasforums.com/showthread.php?t=162569
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Old 03-20-2006, 09:39 AM   #2
jedi3112
 
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I don't know but if it's coded I'd like to know how to apply that to other weapons. I know Armada had a damage variance value. Still it has to be reasonable.
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Old 03-20-2006, 12:30 PM   #3
Ali1392
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what when ever i use it agaist hardpoints it blows it up and if used agaist boba or a tartain it completly blows them up
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Old 03-20-2006, 04:04 PM   #4
Master Leffe
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I've noticed that too. Lucky shot immediately destroys hardpoints and fighter/corvettes in my game.


Come on, did you actually think your destiny wasn't set?
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Old 03-20-2006, 04:31 PM   #5
itsonlymonday
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Quote:
Originally Posted by Master Leffe
I've noticed that too. Lucky shot immediately destroys hardpoints and fighter/corvettes in my game.
Yes same here. The only times where they don't instantly kill hardpoints/units are when one of Red Squadron ships is destroyed.
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Old 03-20-2006, 04:50 PM   #6
Rhedd-5
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I'm starting to suspect that there's a random damage variance of SOME type built into all weapons.

Having drastically reworked the land battles, my basic infantry have 20 hp each, and a hand blaster does 10 damage. Infantry damage other infantry at a multiplier of 1.0.

Now, add a 50% damage reduction for "taking cover", and an infantryman should die in three shots EVERY time. Every time they get hit you should see a 33% drop in their life bar. This, however, isn't the case. After a firefight, survivors will be running around with all sorts of life remaining on their bars. You really should only see 1/3, 2/3, and full, but they read anything, really.

I can't explain why unless there's something random going on there.
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Old 03-20-2006, 11:38 PM   #7
MistenTH
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Hmm Rhedd that's an interesting relevation. Looks like there is randomness after all, and it's very visible with high damage low cooldown weapons. The default EAW settings have the damages so high that it doesn't matter, but when WE start playing with it...well...ugh.

Guys, look at the settings I used for lucky shot, and the hardpoint health. The default EAW has the damage at 9600 vs hardpoints with hp 200 or something.


EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish. Introduces a FLEET! Deathmatch mode.

http://pff.swrebellion.com/index.php?topic=2763.0
http://www.lucasforums.com/showthread.php?t=161089

EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW. Also introduces Scenario play.

http://pff.swrebellion.com/index.php?topic=3136.0
http://www.lucasforums.com/showthread.php?t=162569
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Old 03-21-2006, 05:55 AM   #8
Rhedd-5
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I don't really think it's an "ugh" situation. I like a bit of randomness. Heck, when balancing things, I put down numbers that make mathematical sense, but it's how the battle FEELS when played that's important. Too long? Too quick? Sometimes you can't tell those things by simply looking at the numbers on paper, anyway.

It was a surprise to find the randomness (which might be a result of complex range/terrain/weather/etc. factors and not random at all), but it wasn't an annoying surprise.
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Old 03-21-2006, 06:59 AM   #9
MistenTH
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It is for high powered weapons for lucky shot. Make it too low and it becomes useless 80% of the time. Too high and it's overpowered. Look at WC3: You can choose the amount of randomness for each individual attack and spell.


EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish. Introduces a FLEET! Deathmatch mode.

http://pff.swrebellion.com/index.php?topic=2763.0
http://www.lucasforums.com/showthread.php?t=161089

EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW. Also introduces Scenario play.

http://pff.swrebellion.com/index.php?topic=3136.0
http://www.lucasforums.com/showthread.php?t=162569
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Old 03-21-2006, 10:11 PM   #10
Rhedd-5
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I see your point.

Personally, I like Lucky Shot to completely destroy whatever (hard point) it was aimed at, so overpowered isn't really a problem.

Neat thing about the game is that everyone can have a different opinion, though.

I wish I had more info to share with you on WHY things were random.
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