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

First post
Author
CCP SoniClover
C C P
C C P Alliance
#21 - 2013-09-16 13:24:51 UTC
This is a known issue and we aim to fix it in the near future. This is actually a legacy code where the system for damaging player ships was also used for damaging NPCs, even if damage seeping through Structure has no relevance for NPCs - if the damage seeps through structure on NPCs it basically just goes away, as there are no modules to damage. This is being fixed and should be out in a patch in the near future (can't give you exact date, sorry).
Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#22 - 2013-09-16 13:53:20 UTC  |  Edited by: Nicen Jehr
i suggest ungrouping your weapons, see if that is a workaround
CCP SoniClover wrote:
This is actually a legacy code where the system for damaging player ships was also used for damaging NPCs, even if damage seeping through Structure has no relevance for NPCs - if the damage seeps through structure on NPCs it basically just goes away, as there are no modules to damage.
does this mean that if I have 24% shield and 1% structure, and enough damage gets through my shields to bring me below 0% structure, that my modules will take damage?
CCP SoniClover
C C P
C C P Alliance
#23 - 2013-09-16 14:20:51 UTC
Nicen Jehr wrote:
i suggest ungrouping your weapons, see if that is a workaround
CCP SoniClover wrote:
This is actually a legacy code where the system for damaging player ships was also used for damaging NPCs, even if damage seeping through Structure has no relevance for NPCs - if the damage seeps through structure on NPCs it basically just goes away, as there are no modules to damage.
does this mean that if I have 24% shield and 1% structure, and enough damage gets through my shields to bring me below 0% structure, that my modules will take damage?


Yes, that's true, but you tend not to notice this because when damage starts to seep through your structure to damage your modules is usually the same time your ship blows up. Smile Waaaayyy back when (before the game came out) the chance of blowing up in structure was much less aggressive, so you could stay low in structure much longer. At that time module damage due to seeping had more relevance than it has today (and structure tanking was a thing, of sorts Smile)
Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#24 - 2013-09-16 15:44:37 UTC
CCP SoniClover wrote:
Waaaayyy back when (before the game came out) the chance of blowing up in structure was much less aggressive, so you could stay low in structure much longer. At that time module damage due to seeping had more relevance than it has today (and structure tanking was a thing, of sorts Smile)
Thanks. I have always wondered why non-overheatable modules had hit points (edit - oh yeah they can get bled heat dmg, durr)
Seolfor
Caldari Provisions
Caldari State
#25 - 2013-09-17 04:30:35 UTC
Just chiming in to confirm, this isnt limited to Cruise Missiles.

HAMs/HMLs are also affected, shooting extra volleys at ANGEL Cruisers/Battleships due to 2-5% Hull left is adding needless mission time and need for tank when waves begin.
Tarunik Raqalth'Qui
Native Freshfood
Minmatar Republic
#26 - 2013-09-17 18:54:18 UTC
CCP SoniClover wrote:
Nicen Jehr wrote:
i suggest ungrouping your weapons, see if that is a workaround
CCP SoniClover wrote:
This is actually a legacy code where the system for damaging player ships was also used for damaging NPCs, even if damage seeping through Structure has no relevance for NPCs - if the damage seeps through structure on NPCs it basically just goes away, as there are no modules to damage.
does this mean that if I have 24% shield and 1% structure, and enough damage gets through my shields to bring me below 0% structure, that my modules will take damage?


Yes, that's true, but you tend not to notice this because when damage starts to seep through your structure to damage your modules is usually the same time your ship blows up. Smile Waaaayyy back when (before the game came out) the chance of blowing up in structure was much less aggressive, so you could stay low in structure much longer. At that time module damage due to seeping had more relevance than it has today (and structure tanking was a thing, of sorts Smile)

Confirming that I have seen hull bleed into modules before. Best way to see it is in a strenuous active armor tanking situation where you've been bleeding hull very slowly (say 500DPS incoming vs 495 or so tanked).
War Kitten
Panda McLegion
#27 - 2013-09-20 12:21:50 UTC
Nicen Jehr wrote:
i suggest ungrouping your weapons, see if that is a workaround


This sounds like a good plan.

Not only might it ease the pain of the situation, it'll increase the load on the servers and give incentive for a quicker fix on CCP's end. :)

Noise in the forums is one thing, but 6-8x more load from weapons cycling and missiles launching from the mission running population might actually get someone's attention.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Dalilus
Federal Navy Academy
Gallente Federation
#28 - 2013-09-20 16:14:42 UTC
I am glad to hear that it was a 'bug' and not another intentional nerf to mission runners. Lol

Iam Widdershins
Project Nemesis
#29 - 2013-09-20 17:30:35 UTC
Back in the day, like 4 years ago, we actually saved my friend's Dominix in a sleeper site in such low hull that he took module damage without dying (against over a thousand DPS). This is how I learned that it was a real thing, not a visual artifact of losing your ship.

Lobbying for your right to delete your signature

The Spod
Center for Advanced Studies
Gallente Federation
#30 - 2013-09-22 21:08:11 UTC
CCP SoniClover wrote:
Nicen Jehr wrote:
i suggest ungrouping your weapons, see if that is a workaround
CCP SoniClover wrote:
This is actually a legacy code where the system for damaging player ships was also used for damaging NPCs, even if damage seeping through Structure has no relevance for NPCs - if the damage seeps through structure on NPCs it basically just goes away, as there are no modules to damage.
does this mean that if I have 24% shield and 1% structure, and enough damage gets through my shields to bring me below 0% structure, that my modules will take damage?


Yes, that's true, but you tend not to notice this because when damage starts to seep through your structure to damage your modules is usually the same time your ship blows up. Smile Waaaayyy back when (before the game came out) the chance of blowing up in structure was much less aggressive, so you could stay low in structure much longer. At that time module damage due to seeping had more relevance than it has today (and structure tanking was a thing, of sorts Smile)


You had this beauty and scrapped it before launch?

Man tanking and disabling capital weapons through structure damage... the endless possibilities. Make structure hp 50x of what it is now and let this happen. Hot damn ships blasting each other in the HULL until all pride is decapacitated and stripped out. Progressively tearing off clothes from the gank victim. Want
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