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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Darkstar on July 05, 2001, 12:22:00 pm

Title: beam trouble?
Post by: Darkstar on July 05, 2001, 12:22:00 pm
How do you fire them?


Sorry couldn't resist (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Now for my problem, I'm trying to make an disruptor beam for taking out subsystems. It will just be a modyfied slasher but it still does too much hull damage.

if damage is set to 1
and the subsyst. multiplier is set to 750 it takes ages before it even takes out a turret. If I set damage to 300 it works fine but then the hull damage is too high, Even when I tried setting armour damage to 0,1 or even 0,01. I also played with the puncture flag and removed the big ship and huge flags but it still does too much hull damage.

Has anyone got something like this to work?

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Title: beam trouble?
Post by: Joey_21 on July 05, 2001, 12:24:00 pm
Try adding a few mors 0's behind the decimal.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

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Title: beam trouble?
Post by: DragonClaw on July 05, 2001, 02:02:00 pm
just take the damage properties of the AAAf and put a greater subsytem damage... I think that would work well  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

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Title: beam trouble?
Post by: morris13 on July 05, 2001, 05:10:00 pm
Well, the big ship and huge flags won't have any effect on the damage, only on what it targets. beams are immune to some of the rules governing destroying things with the 'big ship' flag. puncture might help, but i'm curious about how much damage is 'too much'
I've built a slash beam that takes out subsytems and turrets very quickly, especially on cruisers and corvettes, It does hull damage too, but not enough that it will destroy the ship before its disabled. I went for a balance that would render the ship mostly disabled about the same time it hit 40% hull or so. The problem is that you have to actually do decent hull damage in order to damage the turrets, so turning the armor damage way down and the subsytem damage way up just means that you're going to take out subsystems, but not turrets.
One thing you might do is turn up the damage value and lower the beam duration. This makes sure that when a turret does get caught by the beam, it'll get a bigger chunk of damage without actually altering the total damage done to the ship.
Title: beam trouble?
Post by: Shrike on July 05, 2001, 05:27:00 pm
Put the damage to like 400, the hull value to .01 and the sub value to like 10.  Should work.
Title: beam trouble?
Post by: morris13 on July 05, 2001, 11:36:00 pm
The one that i've been playing with has damage 300, armor factor of .8 and subsystem factor of 5. On cruisers it will usually take out a turret on the first hit, and after four or five shots most of the subsystems the beam has LOS to are down under 15%, while the ship's hull level is around 50%. On corvettes it takes two or three shots for a turret, depending on size, but the ship is usually mostly disabled by the time its down to 50% hull. Its not quite so effective on destroyers because of the higher hp of the turrets and the much larger size of the ship, any individual turret is quite a bit less likely to take a hit.
One thing I have found is that the larger turrets tend to go down first. Even though large turrets may have more hp than smaller ones, the increased chance of taking a hit seems to more than make up for it, so the first things to go down on a corvette or destroyer are the big multipart turrets along the top and bottom of the hull.