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patch 1.1 NPC angel battleships with tiny bit hp left bug??

First post
Author
Mer88
Royal Amarr Institute
Amarr Empire
#1 - 2013-09-03 16:39:20 UTC
i just noticed this since the new patch 1.1 . I am flya golem and after doing a few l4 missions, i noticed many battleships would at times not die with about 5% hull hp left sometimes i even shoot a volley or 2 at it and it still wouldnt die. This happens at random i say about 30% . But overall it is a pain to have to waste an extra volley just to finish that tiny 5% hull hp. i never noticed this before the patch. did they do something to the cruise missles or change the npc ?? btw these were all Angels. havnt tried other faction npcs.
an3rew
Joint Special Forces Aviation Wing
#2 - 2013-09-03 18:42:53 UTC
I am having the same problem. Battleships that usually die in 2 shots are surviving with 2 blocks of hull remaining, cruisers that usually die in 1 shot are surviving with 2 blocks of hull too. Missions are now taking twice as long.
Mer88
Royal Amarr Institute
Amarr Empire
#3 - 2013-09-03 20:07:53 UTC
an3rew wrote:
I am having the same problem. Battleships that usually die in 2 shots are surviving with 2 blocks of hull remaining, cruisers that usually die in 1 shot are surviving with 2 blocks of hull too. Missions are now taking twice as long.


yeah cruisers are bugged to now it seems. missions are getting more dangerous i have to use more tank for harder missions since it takes longer than normal.
Ern Saraki
Perkone
Caldari State
#4 - 2013-09-04 14:04:10 UTC  |  Edited by: Ern Saraki
"Mer88" wrote:
i just noticed this since the new patch 1.1 . I am flya golem and after doing a few l4 missions, i noticed many battleships would at times not die with about 5% hull hp left sometimes i even shoot a volley or 2 at it and it still wouldnt die. This happens at random i say about 30% . But overall it is a pain to have to waste an extra volley just to finish that tiny 5% hull hp. i never noticed this before the patch. did they do something to the cruise missles or change the npc ?? btw these were all Angels. havnt tried other faction npcs.


"an3rew" wrote:
I am having the same problem. Battleships that usually die in 2 shots are surviving with 2 blocks of hull remaining, cruisers that usually die in 1 shot are surviving with 2 blocks of hull too. Missions are now taking twice as long.


In addition to this it seems that if they regen even 1 hp of shields it will soak up ALL dmg from your volley without bleeding into armor/structure while 2nd volley applies dmg as normal, confirmed this when fightings against guristas/rogue drones, probably happens with other factions as well. Don't know if it's cruise missile problem only, someone might want to check this out with lasers/hybrids/projectiles.
Vihura
Vihura Cor
#5 - 2013-09-04 14:36:20 UTC
Ern Saraki wrote:
"Mer88" wrote:
i just noticed this since the new patch 1.1 . I am flya golem and after doing a few l4 missions, i noticed many battleships would at times not die with about 5% hull hp left sometimes i even shoot a volley or 2 at it and it still wouldnt die. This happens at random i say about 30% . But overall it is a pain to have to waste an extra volley just to finish that tiny 5% hull hp. i never noticed this before the patch. did they do something to the cruise missles or change the npc ?? btw these were all Angels. havnt tried other faction npcs.


"an3rew" wrote:
I am having the same problem. Battleships that usually die in 2 shots are surviving with 2 blocks of hull remaining, cruisers that usually die in 1 shot are surviving with 2 blocks of hull too. Missions are now taking twice as long.


In addition to this it seems that if they regen even 1 hp of shields it will soak up ALL dmg from your volley without bleeding into armor/structure while 2nd volley applies dmg as normal, confirmed this when fightings against guristas/rogue drones, probably happens with other factions as well. Don't know if it's cruise missile problem only, someone might want to check this out with lasers/hybrids/projectiles.


Does it work on players ships? ?
Bunny Hops
Rinzler Rises
#6 - 2013-09-08 10:13:49 UTC
I have the same problem, it's a bug or a change in the mechanics of the game?
BigSako
Aliastra
Gallente Federation
#7 - 2013-09-08 10:51:42 UTC
they said something like this on the patch notes, and I was confused in what it actually means.

from http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 section gameplay:

Quote:
Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.


I was wondering whether this means that you can no longer volley a ship with e.g. a tornado?
Ravay Kanjus
Infinity Blue
#8 - 2013-09-09 07:18:22 UTC
Well now it's doing it with structures I normally 1 shot and destroyers, too. Flying a Tengu and I even buffed it's DPS recently.
Sobaan Tali
Caldari Quick Reaction Force
#9 - 2013-09-10 00:23:15 UTC  |  Edited by: Sobaan Tali
BigSako wrote:
they said something like this on the patch notes, and I was confused in what it actually means.

from http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 section gameplay:

Quote:
Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.


I was wondering whether this means that you can no longer volley a ship with e.g. a tornado?


I may be mistaken, but I believe the answer is that you can still one-shot targets, albeit it might be more difficult as you now have to do legitimately enough damage to kill the target in that shot rather than nearly enough. This is, yes, an intended change in the mechanics. However, from what I've heard, CCP is aware of a different bug that invalidates a normally killing shot. I've seen people claim that it seems that on occasion (at least with rats), targets with very low remaining structure are not dying to what should be the last salvo. I've seen this as well on my own, where the damage from your weapons/drones suddenly drop off to some ridiculously low number or even to zero, forcing you to have to fire another salvo to finish off the target. Rats not dying to one-shot hits as frequently as they use to are fine, as CCP intended this change, but this other bug is actually more frustrating, making rats that should die in one/two salvos are in fact taking at least two additional salvos.

Golem (T2 CML, 2 RF TPs, 2 T2 Rigors) vs. Random BS rat (100% shields, armor, hull, doesn't rep only regen shields)
Salvo 1: does 4500 damage, shields gone, armor down to say 45%
Salvo 2: does 5000 damage (more from armor damage leaking into structure), armor gone, structure down to 8%
Salvo 3: does 34 damage (no, I'm not kidding), structure remains at 8%
Salvo 4: does 305 damage, remaining 8% collapses, rat finally dies

"Tomahawks?"

"----in' A, right?"

"Trouble is, those things cost like a million and a half each."

"----, you pay me half that and I'll hump in some c4 and blow the ---- out of it my own damn self."

Mer88
Royal Amarr Institute
Amarr Empire
#10 - 2013-09-10 06:51:14 UTC
Sobaan Tali wrote:
BigSako wrote:
they said something like this on the patch notes, and I was confused in what it actually means.

from http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 section gameplay:

Quote:
Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.


I was wondering whether this means that you can no longer volley a ship with e.g. a tornado?


I may be mistaken, but I believe the answer is that you can still one-shot targets, albeit it might be more difficult as you now have to do legitimately enough damage to kill the target in that shot rather than nearly enough. This is, yes, an intended change in the mechanics. However, from what I've heard, CCP is aware of a different bug that invalidates a normally killing shot. I've seen people claim that it seems that on occasion (at least with rats), targets with very low remaining structure are not dying to what should be the last salvo. I've seen this as well on my own, where the damage from your weapons/drones suddenly drop off to some ridiculously low number or even to zero, forcing you to have to fire another salvo to finish off the target. Rats not dying to one-shot hits as frequently as they use to are fine, as CCP intended this change, but this other bug is actually more frustrating, making rats that should die in one/two salvos are in fact taking at least two additional salvos.

Golem (T2 CML, 2 RF TPs, 2 T2 Rigors) vs. Random BS rat (100% shields, armor, hull, doesn't rep only regen shields)
Salvo 1: does 4500 damage, shields gone, armor down to say 45%
Salvo 2: does 5000 damage (more from armor damage leaking into structure), armor gone, structure down to 8%
Salvo 3: does 34 damage (no, I'm not kidding), structure remains at 8%
Salvo 4: does 305 damage, remaining 8% collapses, rat finally dies


Any news on when this is going to get fixed? i am at a point where i stop doing missions until they patch this thing out. It is very frustrating seeing npcs with a hair of hull left needing an extra salvo or sometimes 2 to kill it
an3rew
Joint Special Forces Aviation Wing
#11 - 2013-09-10 11:11:18 UTC
Mer88 wrote:
Sobaan Tali wrote:
BigSako wrote:
they said something like this on the patch notes, and I was confused in what it actually means.

from http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 section gameplay:

Quote:
Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.


I was wondering whether this means that you can no longer volley a ship with e.g. a tornado?


I may be mistaken, but I believe the answer is that you can still one-shot targets, albeit it might be more difficult as you now have to do legitimately enough damage to kill the target in that shot rather than nearly enough. This is, yes, an intended change in the mechanics. However, from what I've heard, CCP is aware of a different bug that invalidates a normally killing shot. I've seen people claim that it seems that on occasion (at least with rats), targets with very low remaining structure are not dying to what should be the last salvo. I've seen this as well on my own, where the damage from your weapons/drones suddenly drop off to some ridiculously low number or even to zero, forcing you to have to fire another salvo to finish off the target. Rats not dying to one-shot hits as frequently as they use to are fine, as CCP intended this change, but this other bug is actually more frustrating, making rats that should die in one/two salvos are in fact taking at least two additional salvos.

Golem (T2 CML, 2 RF TPs, 2 T2 Rigors) vs. Random BS rat (100% shields, armor, hull, doesn't rep only regen shields)
Salvo 1: does 4500 damage, shields gone, armor down to say 45%
Salvo 2: does 5000 damage (more from armor damage leaking into structure), armor gone, structure down to 8%
Salvo 3: does 34 damage (no, I'm not kidding), structure remains at 8%
Salvo 4: does 305 damage, remaining 8% collapses, rat finally dies


Any news on when this is going to get fixed? i am at a point where i stop doing missions until they patch this thing out. It is very frustrating seeing npcs with a hair of hull left needing an extra salvo or sometimes 2 to kill it



I would like to know when this is going to be fixed too? I fund my PvP by doing missions and while this is not viable I might as well cancel my subscriptions until it's fixed.
Christmas OnFIre
Caldari Provisions
Caldari State
#12 - 2013-09-13 16:07:15 UTC
Noticed this as well, gotta say its not the greatest addition to the game.
Robbie Robot
Royal Amarr Institute
Amarr Empire
#13 - 2013-09-13 19:35:21 UTC
Sobaan Tali wrote:
BigSako wrote:
they said something like this on the patch notes, and I was confused in what it actually means.

from http://community.eveonline.com/news/patch-notes/patch-notes-for-odyssey-1.1 section gameplay:

Quote:
Ships and other space objects were getting destroyed if their structure hitpoints received 50% or more damage of the current health in a single shot. This feature has been removed entirely.


I was wondering whether this means that you can no longer volley a ship with e.g. a tornado?


I may be mistaken, but I believe the answer is that you can still one-shot targets, albeit it might be more difficult as you now have to do legitimately enough damage to kill the target in that shot rather than nearly enough. This is, yes, an intended change in the mechanics. However, from what I've heard, CCP is aware of a different bug that invalidates a normally killing shot. I've seen people claim that it seems that on occasion (at least with rats), targets with very low remaining structure are not dying to what should be the last salvo. I've seen this as well on my own, where the damage from your weapons/drones suddenly drop off to some ridiculously low number or even to zero, forcing you to have to fire another salvo to finish off the target. Rats not dying to one-shot hits as frequently as they use to are fine, as CCP intended this change, but this other bug is actually more frustrating, making rats that should die in one/two salvos are in fact taking at least two additional salvos.

Golem (T2 CML, 2 RF TPs, 2 T2 Rigors) vs. Random BS rat (100% shields, armor, hull, doesn't rep only regen shields)
Salvo 1: does 4500 damage, shields gone, armor down to say 45%
Salvo 2: does 5000 damage (more from armor damage leaking into structure), armor gone, structure down to 8%
Salvo 3: does 34 damage (no, I'm not kidding), structure remains at 8%
Salvo 4: does 305 damage, remaining 8% collapses, rat finally dies

I'm having the same issues. Because of this, I've ungrouped my weapons. It helps somewhat.
Andrea Keuvo
Rusty Pricks
#14 - 2013-09-14 04:12:12 UTC
Ok devs, any comment on when this will be fixed? As much as I love having my ticks artificially lowered because my carrier needs to shoot an extra volley to kill the last 1% of a rat's hull, i'm over this one.
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#15 - 2013-09-14 22:08:41 UTC
Mer88 wrote:
i just noticed this since the new patch 1.1 . I am flya golem and after doing a few l4 missions, i noticed many battleships would at times not die with about 5% hull hp left sometimes i even shoot a volley or 2 at it and it still wouldnt die. This happens at random i say about 30% . But overall it is a pain to have to waste an extra volley just to finish that tiny 5% hull hp. i never noticed this before the patch. did they do something to the cruise missles or change the npc ?? btw these were all Angels. havnt tried other faction npcs.


Having the same problem with both my RNI and my Arty Sleipnir. It is ******* annoying. CCP had better get it ******* fixed. It pisses me off when I can't one shot **** any more Evil

Plus ça change, plus c'est la même chose

bucegi
Firman AB
#16 - 2013-09-14 22:12:27 UTC
Guess the devs are not that interested in missions anymore. Playing since 08 and missions are pretty much the same. They are maybe balancing other things for null sector.....
We will probably see missions balanced in the future but that doesn't mean for the better.
John Ratcliffe
Tradors'R'us
IChooseYou Alliance
#17 - 2013-09-14 22:20:01 UTC
bucegi wrote:
Guess the devs are not that interested in missions anymore. Playing since 08 and missions are pretty much the same. They are maybe balancing other things for null sector.....
We will probably see missions balanced in the future but that doesn't mean for the better.


They need to rethink this particular issue because it's ******* BS. So annoying.

Plus ça change, plus c'est la même chose

Vlalaan Osten
Deep Core Mining Inc.
Caldari State
#18 - 2013-09-15 00:31:51 UTC  |  Edited by: Vlalaan Osten
I guess I'll add my voice here as well. I'm experiencing the same thing in missions flying my RNI and Golem. I run rigors and 2 or 3 target painters depending on the mission and ship.

Ships that use to instapop, or die with 2 or 3 salvos now take an extra one. Also, sometimes I'll fire on, let's say a cruiser. I'll tear through his shields, armor, and leave him with like 5 units of hull. I fire another salvo and in the intervening time he's regenerated a few shield hitpoints. My group of cruise missiles slam into him again, and what happens? Does he die? NOPE. He's sitting there with a few units of hull again. Did he suddenly gain 99% shield resists?

Not sure what's going on, but it's making missions more tedious than they have to be. It doesn't help that the missile activation timers are still laggy as ****.
Judge Deaf
#19 - 2013-09-15 07:42:26 UTC
Yuuup!

Same here, cruise missiles, and the puntters I shoot just wont die.


And weird as it is, the magic number seems to be 34, just as Sooban Tali posted...
I mean, yesterday I started a mission, rolled in with launcer loaded with scourges.
Started hitting the ships at 60km and...wtf...74...80...88...74...
So, thought I had some kind of brainfart and loaded in mjölnirs...135...155...150..140...
Meanwhile, i double and tripple checked that I reload the scourges.
Reloaded, and 250...275...250... they started to work.
Until I got down to the last few ships that was down to the hull...34...34....34...40...34...


I cant see my sentries doing that kind of large variation when they apply damage.
Have tried to look if they have this damage drop but they seem to be realatively
consistent.

Missiles, not so much...
SignOfTheWizz
Science and Trade Institute
Caldari State
#20 - 2013-09-15 16:37:12 UTC
its happening in null sec anomalies as well, very annoying.
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