Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: yomi on June 17, 2012, 07:56:44 am
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I observed that in some cases, "$Shield Factor:" in weapons, changes damage output of weapon(I'm talking about damage on hull not shield. I still don't know what causes that, and why it only works on some weapons.
Here is how I tested it:
Testing was done on fs2_open_3_6_14_RC6, MediaVPS_3612.
I used Modular Tables to change $Shield Factor: value of Cyclops weapon.
Example:
#Secondary Weapons
$Name: Cyclops
+nocreate
$Shield Factor: 0.1
#End
Testing was done on TSC 2(cargo container). Edited in fred to have 10000 HP. (no shield OFC)
One Cyclops missile was used each time i changed shield factor.
(Cyclops has by default 2000 damage points, 1.0 armor factor and 0.02 shield factor)
What i observed:
For Standard Shield factor of 0.02 -> after hit, cargo had 80% hp left (8000hp, so missile did 2k damage as expected)
For Shield Factor of 1.0 -> after hit, cargo had 60% hp left(6000hp, so missile did 4k damage= double damage)
For Shield Factor of 0.5 -> after hit, cargo had 70% hp left(7000hp, s0 missile did 3k damage)
For Shield Factor of 0.1 -> after hit, cargo had 78% hp left(around 7800hp left?, missile did around 2.2k dmg?)
Can anyone confirm it?
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Update:
It looks like it works on all secondary weapons
In retail, damage of all secondary weapons seems to be doubled regardless of Shield Factor
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Don't forget in all testing you do to take into account the additional damage dealt by the shockwave blast.
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Update:
It looks like it works on all secondary weapons
In retail, damage of all secondary weapons seems to be doubled regardless of Shield Factor
secondarys only?are you taking shock wave damage into account?
ninjad by matththegeek
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I'm pretty positive thats not a case. (this test was made not in retail so not sure about it)
Once again testing done in 3_6_14
TSC 2 got:
$Armor Type: noexp
This armor is:
$Name: noexp
$Damage Type: normaltest
+Calculation: Multiplicative
+Value: 1.0
+Weapon Piercing Effect Start Limit: 5
+Weapon Piercing Type: Default
$Damage Type: exptest
+Calculation: Multiplicative
+Value: 0.0
+Weapon Piercing Effect Start Limit: 5
+Weapon Piercing Type: Default
And finaly cyclops got:
$Damage Type: normaltest
$Shockwave Damage Type: exptest
No change at all. Cyclops still did 4k dmg instead of 2k.
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This effect works on shields too.
Harpoon with 100dmg and 1.0 Shield Factor will remove shield from craft that have 800 shield points, in 4 shots.
Final conclusion:
Missiles in FS2 most likely, are 2x more effective than "on paper"(depends on shield factor).
Also lowering Shield factor lowers hull output too
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2x effectiveness is a given due to blast damage being applied in addition to impact damage. However, $Shield Factor: affecting hull damage is definitely unwelcome.
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isn't blast damage implemented into shockwave if shockwave speed is determined?
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Shckwave is just a visual effect for blast damage. The actual values stay the same.
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Looks like you are right. Adding "$Blast Force:" line to primary weapons doubles its firepower.
Still there is something odd about it.
If i apply $Damage Type: and $Shockwave Damage Type: to weapon, and give a ship reciving damage an armor, to disable shockwave part of the damage, shouldn't it affect missile damage?
It appears that shockwave damage label is applied only if ship didn't get hurt by normal damage, and blast damage is just added on top of normal damage.
So damage of direct impact = damage + blast damage (modified only by normal armor)
Damage of shockwave = just blast damage(modified only by shockwave armor )
well at last, now i know how this works, thx for help ;p