Shielded tactical system bugged

DazzXP
DazzXP
Unicorn Overlord
Joined Dec 2011 Posts: 3,481
After doing 3 dozen rounds of the S target i have noticed every single time the ships with the TAC are taking excessively more damage than the one ship i have that i have not yet put the TAC on due to the time constraints placed on us to get our ships ready for the raid, not by a little bit either but around 50% extra damage.

My current fleet https://www.dahippo.com/bp/ship/#!C07Y04B4B1O1O4U6A004R2Y6PF6F6F6F6F6F6F6F607Y04B4B1O1O4U6A324R2Y6PF6F6F6F6F6F6F6F607Y04B4B1O1O4U6A324R2Y6PF6F6F6F6F6F6F6F607Y04B4B1O1O4U6A32442Y6PF6F6F2F2F2F22AF20ZZdNAN

So was about to go to bed and decided not to bother going in and out of the target to recharge the charged armor and to my amazement i can plainly see the differences with the bugged shielded battery 4 and front line counter measures but this has already been discussed here already: https://community.kixeye.com/discussion/720291#latest

The charged armor on all ships depletes pretty much at the same rate due to the emitters AOE

However the ships have built in 50% tac field already, and with my TAC shielded system 3 (R15) on them that takes their "field resistances" upto 74%... Yet the single ship i have got without it every single time 36 runs now has always been the lowest damaged, not only is the damage it takes less than the frontline countermeasure ship with the TAC3 but the difference with the ones with TAC3 is 50%. It seems that having the TAC installed increases the damage intensity of the emitters rather than reducing it. 
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  • carl.wear.3
    carl.wear.3
    Unicorn Overlord
    Joined May 2013 Posts: 5,138
    Sometimes the game seems to target ships in a particular fleet slot.  I can send out a fleet of 5 identical ships and one particular one often seems to get more damage. So if your TAC ship is say ship # 2 in the fleet, change it with the 5th ship and then see if you get the same results.
  • DazzXP
    DazzXP
    Unicorn Overlord
    Joined Dec 2011 Posts: 3,481
    Tomorrow once the fleet is repaired i am going to kill all turrets around the emitters repair then put each ship in the field for 10 seconds and then record the damage. It maybe the slot alignment but idk the two identical ships that i have always have around the same amount of damage. The damage differences isn't all to noticeable when the charged armor is up however. Normally 8mins on the one with SB4 without TAC, 10mins on the frontline with TAC3 and 11mins on the 2x SB4's with TAC3. I have not really payed attention to which slots i have been putting specific ships as when in battle i stack them all up. I have 5 sprints in the fleet and they shoot down around 90% of the missiles so fire fields are not too often.
    We want the Dry Dock NOW! http://www.facebook.com/groups/184955281636155/ We need YOU! The game needs YOU!
  • DazzXP
    DazzXP
    Unicorn Overlord
    Joined Dec 2011 Posts: 3,481
    It was passed along, Templar did a test and got similar results and shared. 

    I was going to do Hydra with the tac special and resistance leave off the charged, but not sure now.
    Thanks specs, so it wasn't just me that noticed.
    We want the Dry Dock NOW! http://www.facebook.com/groups/184955281636155/ We need YOU! The game needs YOU!
  • Specialist aka Specs
    Specialist aka Specs
    Unicorn Overlord
    Joined Nov 2012 Posts: 9,395
    DazzXP said:
    It was passed along, Templar did a test and got similar results and shared. 

    I was going to do Hydra with the tac special and resistance leave off the charged, but not sure now.
    Thanks specs, so it wasn't just me that noticed.
    I noticed that it was not helping me yesterday, but I have charged armor and I was not letting the pool end. Which I forgot that the charged armor was first in the order of operations.

    So, not sure if you spurred Templar to test or someone else, but he did and he found similar results and then shared the info with the team so it could be looked at.

    right now I am not adding it to any new hydra's I build.
  • SidV
    SidV
    Greenhorn
    Joined Jul 2011 Posts: 6
    edited 13 Jan 2018, 10:01AM
    I have incomplete build of 4 Buccaneers, only one ship with STS3 installed. This ship with STS3 is getting the most damage, all the time!

    Last night I finished Bucc's Gambit 6-7 times in a row. After this, repair times are ~3x higher in STS3 ship, than others. I find this very strange. See the screenshots from the link below, with repair times after this run.


    I've been doing 18 targets so far and driving ships stacked and even changed the ship order in different slots. Every single time STS3 ship gets more damage.
  • RandySpeedo
    RandySpeedo
    Minor Nuisance
    Joined Sep 2014 Posts: 222
    DazzXP said:
    It was passed along, Templar did a test and got similar results and shared. 

    I was going to do Hydra with the tac special and resistance leave off the charged, but not sure now.
    Thanks specs, so it wasn't just me that noticed.
    I noticed that it was not helping me yesterday, but I have charged armor and I was not letting the pool end. Which I forgot that the charged armor was first in the order of operations.

    So, not sure if you spurred Templar to test or someone else, but he did and he found similar results and then shared the info with the team so it could be looked at.

    right now I am not adding it to any new hydra's I build.
    Thanks for testing this guys. I was disappointed when I fitted the tactical module and landed up taking more damage.
    Kix should identify the problem with this and the retro on siege batteries as soon as possible and get a fix out soon. A lot of anger out there atm and this does not help!

  • FireStorm91
    FireStorm91
    Strike-force Captain
    Joined Aug 2012 Posts: 808
    I hope they get this fixed, and they reduce the build time on this "apparently needed" tech at the same time.

    *Hint Hint* Kixeye
    Been playing too long
  • DazzXP
    DazzXP
    Unicorn Overlord
    Joined Dec 2011 Posts: 3,481
    edited 13 Jan 2018, 11:48AM
    I am just uploading the video now i thought there was 1 second difference in the damage of the two that have STS3 on but when checking the video again prior to the upload i may have selected the same ship so i double checked and they have identical damage down to the second. The long range cannons appears to be doing splash so is affecting everything equally, doesn't matter if it hits or not they are doing the same damage making evade useless in these targets.

    with 5 specials the one without STS 41mins 28 seconds
    with all specials and STS3 1hr 7mins 18 seconds (for both)
    with all specials and Frontline and STS3 1hr 1min 40 seconds

    Video done, 

    Now since i let the charged armor deplete on purpose to see exactly how much of a difference. If i gone in and out of the target and not let the charged armor deplete takes 3 hits i get around the below.

    with 5 specials the one without STS 8mins 3 seconds
    with all specials and STS3 11mins 7 seconds (for both)
    with all specials and Frontline and STS3 10min 18 seconds
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  • KNT1stKlass
    KNT1stKlass
    Potential Threat
    Joined Sep 2012 Posts: 44
    We've done a test on auto in the S target... the fleet with shielded tac is nearly dead after it, the fleet without has over half it's life left. Something doesn't seem right 

  • RandySpeedo
    RandySpeedo
    Minor Nuisance
    Joined Sep 2014 Posts: 222
    any word on this yet?
  • SIF
    SIF
    Incursion Leader
    Joined Apr 2012 Posts: 1,245
    edited 15 Jan 2018, 7:06AM
    I wanted to see this for myself, without charged armor muddying the waters. I prepped myself an 83 with nothing but a Tac Field and some buildings for Bloodthirst, refitted my 4 IC to have Siege Battery 3, FLCM, FLCM w/ STS3, and STS3 w/o turret defense special. The results were.... surprising. What do these various specials do in a Tac Field? Absolutely nothing! Damage was identical across the board. I could be up against the wall due to LA3 + Bloodthirst though and all we can see is minimum damage coming through. But if this is "minimum damage", 4 minutes per ship for 5 seconds inside a Tac Field is a little excessive.




    Edit:
    Ran my test again. This time without Bloodthirst. Same results. Identical damage regardless of specials, just much higher than previous test. The Tac fields aren't affected by anything except defense stats.






  • MidknightSkie
    MidknightSkie
    Skilled Warrior
    Joined Oct 2012 Posts: 508
    So what about all the points we had to get while taking this extra damage after fitting on useless specials like shielded system and siege batt? players coined damage that they shouldnt have had in the first place and some even coined refits to be sure to have these items to be ready for this event. Only to have these specials do nothing to improve their fleets. And then to make it worse the charged armor people were depending on was nerfed so here we are last day the only thing that is working correctly is the kixeye game plan to rake the players over the coals. For what a oh were so sorry for the inconvenience, long time players are getting tired of this low ball tactics the company has take thus far. And if any of these mods actually had to pay for refits and be on the side of not being prepared they would also be just as torqued. Come up with a plan to fix what is currently broken repair it all then SLOWLY add new content. want an example? the international chat WTF? that has been broke for years now, objectives in the OP over a year since anything new has been added and the foundry seems to have been abandoned. Almost on the regular the FM is tweaked to the point where the whole community has to post in order for it to be corrected find a middle ground and friggin leave it.   
  • Dario Wilkowski
    Dario Wilkowski
    Master Tactician
    Joined Oct 2012 Posts: 2,149
    seems another goodie from the past given by kix to get us more not less dmg hehe, god i didnt fited those yet to any of my ships
  • DazzXP
    DazzXP
    Unicorn Overlord
    Joined Dec 2011 Posts: 3,481
    SIF said:
    I wanted to see this for myself, without charged armor muddying the waters. I prepped myself an 83 with nothing but a Tac Field and some buildings for Bloodthirst, refitted my 4 IC to have Siege Battery 3, FLCM, FLCM w/ STS3, and STS3 w/o turret defense special. The results were.... surprising. What do these various specials do in a Tac Field? Absolutely nothing! Damage was identical across the board. I could be up against the wall due to LA3 + Bloodthirst though and all we can see is minimum damage coming through. But if this is "minimum damage", 4 minutes per ship for 5 seconds inside a Tac Field is a little excessive.




    Edit:
    Ran my test again. This time without Bloodthirst. Same results. Identical damage regardless of specials, just much higher than previous test. The Tac fields aren't affected by anything except defense stats.





    I did not notice any change in the 80's either. It was specifically the S target buccaneers Gambit 
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  • Greg Louis
    Greg Louis
    Minor Nuisance
    Joined Dec 2012 Posts: 271
    is this going to be fixed? do we have a timeline? need to know, i am refitting ships now as are most people. do we leave it on there? take it off? what...? since it adds 2 days to build time, whats up?
  • mike.scott.73307
    mike.scott.73307
    Skilled Warrior
    Joined Mar 2013 Posts: 514
    I really wish kix would post, lock, oin, and maintain a list of known bugs so we don't have to data mine and live on the forums to have some idea of what is malfunctioning but I guess that would require admitting more than they are comfortable with.
  • Hannesboy Elzinga
    Hannesboy Elzinga
    Greenhorn
    Joined Apr 2011 Posts: 19
    edited 16 Jan 2018, 3:06PM
    Kix is trying to fix the tac system or whatever it is that is giving the shipwith tac system more dmg
    here my test video of 4 buccs with no charged armor

    https://www.youtube.com/watch?v=11cIIG-aVYk
  • SIF
    SIF
    Incursion Leader
    Joined Apr 2012 Posts: 1,245
    Kix is trying to fix the tac system or whatever it is that is giving the shipwith tac system more dmg
    here my test video of 4 buccs with no charged armor

    https://www.youtube.com/watch?v=11cIIG-aVYk
    It looks as if it's negating the existing resists rather than increasing them, then doing nothing. That would make things worse on Bucs but still equal (doing nothing) on Ironclads.

  • DazzXP
    DazzXP
    Unicorn Overlord
    Joined Dec 2011 Posts: 3,481
    edited 16 Jan 2018, 6:36PM
    This was the reply i got, took nearly 5 days but oh well.

    Mod edit CS replies are not allowed on forums- TVO
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  • DazzXP
    DazzXP
    Unicorn Overlord
    Joined Dec 2011 Posts: 3,481
    So am i reading this right that the TAC built into the bucs is meant to buff it but when stacked with the STS3 which is reducing the affects of the built in buff to make it negative which means there is something else hidden in the states?
    We want the Dry Dock NOW! http://www.facebook.com/groups/184955281636155/ We need YOU! The game needs YOU!
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