Forged Alliance Forever Forged Alliance Forever Forums 2013-04-20T17:23:34+02:00 /feed.php?f=2&t=3710 2013-04-20T17:23:34+02:00 2013-04-20T17:23:34+02:00 /viewtopic.php?t=3710&p=39259#p39259 <![CDATA[Re: Glitch with shields.]]> Statistics: Posted by Gorton — 20 Apr 2013, 17:23


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2013-04-20T16:25:46+02:00 2013-04-20T16:25:46+02:00 /viewtopic.php?t=3710&p=39256#p39256 <![CDATA[Re: Glitch with shields.]]>
Supreme321 wrote:
It's just the way the programming seems to work. Might need to make a separate script for shields when they are down to not have any damage go through or the recharge is unaffected by a through projectile from a down shield. It's an unattended problem with the programming.


Yeah I've got your point. Great idea.

Statistics: Posted by fcosby — 20 Apr 2013, 16:25


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2013-04-19T11:39:50+02:00 2013-04-19T11:39:50+02:00 /viewtopic.php?t=3710&p=39007#p39007 <![CDATA[Re: Glitch with shields.]]> Statistics: Posted by Ze_PilOt — 19 Apr 2013, 11:39


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2013-04-19T04:17:09+02:00 2013-04-19T04:17:09+02:00 /viewtopic.php?t=3710&p=38953#p38953 <![CDATA[Re: Glitch with shields.]]> Statistics: Posted by Supreme321 — 19 Apr 2013, 04:17


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2013-04-19T04:10:58+02:00 2013-04-19T04:10:58+02:00 /viewtopic.php?t=3710&p=38951#p38951 <![CDATA[Re: Glitch with shields.]]>
Does seem like a bug to me.

Statistics: Posted by stalewee — 19 Apr 2013, 04:10


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2013-04-19T03:40:40+02:00 2013-04-19T03:40:40+02:00 /viewtopic.php?t=3710&p=38950#p38950 <![CDATA[Re: Glitch with shields.]]>
BRNKoINSANITY wrote:
Edit -> I reread your post a couple times and I am not sure exactly what your comment means....


It means I agree with you and, in hindsight, the bug should have been obvious. Kudos for pointing it out tho.

Statistics: Posted by FunkOff — 19 Apr 2013, 03:40


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2013-04-19T02:48:13+02:00 2013-04-19T02:48:13+02:00 /viewtopic.php?t=3710&p=38947#p38947 <![CDATA[Re: Glitch with shields.]]>
Edit -> I reread your post a couple times and I am not sure exactly what your comment means.... but I do think that you understand what I meant by this being buggy.

Statistics: Posted by BRNKoINSANITY — 19 Apr 2013, 02:48


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2013-04-19T03:40:54+02:00 2013-04-19T02:25:58+02:00 /viewtopic.php?t=3710&p=38944#p38944 <![CDATA[Re: Glitch with shields.]]>
BRNKoINSANITY wrote:
-> If a shield takes damage while it is recharging, there is a three second stall till it starts recharging again.


Hmm. That actually makes sense. Shields wait a few seconds after taking damage to start charging.... but if the shield is damaged when it's down, due to the special "damage spreading" script, then they'll take damage when they aren't even up.

That seems weird... shields should not take damage if they aren't up and if they are not hit.

Statistics: Posted by FunkOff — 19 Apr 2013, 02:25


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2013-04-19T01:45:37+02:00 2013-04-19T01:45:37+02:00 /viewtopic.php?t=3710&p=38940#p38940 <![CDATA[Glitch with shields.]]>
-> If you have 2 shields that overlap, the shield that actually takes the hit transfers 15% damage to the second shield.

-> If a shield takes damage while it is recharging, there is a three second stall till it starts recharging again.

-> Recharge time is faster and does not ever stall when the shield has actually gone down.

The above are no brainer details, but that is the setup for the bug. Here is a description of what is happening in the replay. This is true of all factions, and gets significantly worse under more fire.

Item #1, south side --- a single t2 shield that has units in front to take fire. 1 enemy PD spawned.
Item #2, north side --- same as above, but with a t3 shield lapped over the first shield structure and target. 1 enemy PD spawned.

When the #1 shield takes fire, obviously it goes down and recharges as normal. When # 2 shield goes down, the T3 shield takes fire while it recharges. What you will notice is this. Every time the t3 shield takes a hit as the t2 is recharging, it transfers damage to the (nonexistent) t2 bubble, which stalls the recharge for a split second during the bar flash EVEN THOUGH the t2 should be in full fast recharge with no stall. This adds up every time the shield goes down, until by the end of the replay the #2 shield is almost a full cycle behind the #1 shield due to the recharge stalls.

As you can see, there is not too much effect under 1 pd fire and there is one stall per 1.5 seconds. This does become a MAJOR problem given a situation where you have an array of 4 shields taking fire from say 5 cybran destroyers. The shields are taking a hit several times a second. This means that the stall period causes your shields to go down one by one without letting ANY of them recharge until there are no more bubbles to transfer damage. Basically, all your shields have to go down for any of them to recharge, and at that point the fire on your base will kill everything.

Statistics: Posted by BRNKoINSANITY — 19 Apr 2013, 01:45


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