Doom your 1st reply on this page states if, you continues to have problems contact CS. Take it CS stands for Customer Support. Just to remind you the vast majority of players have no access to CS any longer. The forum is their CS now. Know everything was lined out meaning deleted but just wanted to remind all MODS about not everyone has CS.
I think maybe that the majority of users that have this issue will be the ones who are coining builds and that means they will have access to CS.Others who re building slow time or free prob are not to the point yet where they have ranked their boat sufficiently to be able to hit the targets that will show up this issue, in fact they will be dying real fast if they try the targets that are needed to show up the issue.
Reposting since some people are misunderstanding what this fix may entail:
We'll increase the damage stat on the backend, which in turn means that we will most likely need to reduce the stat on the player-facing end to match the new behavior (while also closing the bug that causes it to deal zero damage). Basically, it means that the UAV will perform as it's supposed to (re: It will actually hit things and deal damage) thereby making it stronger, even though the number on the stat may go down.
If you have technical questions, please submit a ticket here.
Having trouble submitting a ticket? Try this link.
Reposting since some people are misunderstanding what this fix may entail:
We'll increase the damage stat on the backend, which in turn means that we will most likely need to reduce the stat on the player-facing end to match the new behavior (while also closing the bug that causes it to deal zero damage). Basically, it means that the UAV will perform as it's supposed to (re: It will actually hit things and deal damage) thereby making it stronger, even though the number on the stat may go down.
The trouble is doom....Kixeye have a record of using the BP stats AS a fix.
But I hope your right and the fix works as PLAYERS feel it should.
Reposting since some people are misunderstanding what this fix may entail:
We'll increase the damage stat on the backend, which in turn means that we will most likely need to reduce the stat on the player-facing end to match the new behavior (while also closing the bug that causes it to deal zero damage). Basically, it means that the UAV will perform as it's supposed to (re: It will actually hit things and deal damage) thereby making it stronger, even though the number on the stat may go down.
Ok to make totally sure I understand what you are saying. You are going to make it better then it actually is today but that better will not be as good as the blueprint says it really is. So it will really be a buff but on paper will look like you made it worse.
I am actually ok with that based on the fact you tested it in the broken state for balance so making it all the way better would be bad as long as it is not too drastic a drop on paper. After all I chose to coin to get the hull based on the blueprint so am OK with the tradeoff as long as the on paper drop is not too big.
Reposting since some people are misunderstanding what this fix may entail:
We'll increase the damage stat on the backend, which in turn means that we will most likely need to reduce the stat on the player-facing end to match the new behavior (while also closing the bug that causes it to deal zero damage). Basically, it means that the UAV will perform as it's supposed to (re: It will actually hit things and deal damage) thereby making it stronger, even though the number on the stat may go down.
Ok to make totally sure I understand what you are saying. You are going to make it better then it actually is today but that better will not be as good as the blueprint says it really is. So it will really be a buff but on paper will look like you made it worse.
I am actually ok with that based on the fact you tested it in the broken state for balance so making it all the way better would be bad as long as it is not too drastic a drop on paper. After all I chose to coin to get the hull based on the blueprint so am OK with the tradeoff as long as the on paper drop is not too big.
Not necessarily. We need to look to see if any of the backend changes make the Bomber too OP. It may turn out that no changes to the paper stat will be necessary. But Design needs to test this change sometime in the coming days. Hence why I haven't made any further announcements about changes. This is just a heads up that the numbers MAY change, but that the weapon will be stronger, even if they look different on paper.
If you have technical questions, please submit a ticket here.
Having trouble submitting a ticket? Try this link.
The new UAV does splash damage, so it's not an accuracy weapon. Might explain some of the missing damage. As others have commented already, please post a video of this behavior so we can get a closer look.
I think is more systemic than just the Bomber UAV's, I have noticed, a lot, that if I target a turret either in bases, a drac base or MS's that occasionally (maybe 5-10%) the fleet will stop just short of firing and sit taking incoming fire and you have to manually move the fleet forward. This I first noticed in the Reaver 85 VXP targets. So been going on at least a month.
So with the targeting just slightly off they could be circling 1 range short of the target (as my V2's, sit 1 range short of target) and so "appear" to be circling the target and not attacking.
The new UAV does splash damage, so it's not an accuracy weapon. Might explain some of the missing damage. As others have commented already, please post a video of this behavior so we can get a closer look.
I think is more systemic than just the Bomber UAV's, I have noticed, a lot, that if I target a turret either in bases, a drac base or MS's that occasionally (maybe 5-10%) the fleet will stop just short of firing and sit taking incoming fire and you have to manually move the fleet forward. This I first noticed in the Reaver 85 VXP targets. So been going on at least a month.
So with the targeting just slightly off they could be circling 1 range short of the target (as my V2's, sit 1 range short of target) and so "appear" to be circling the target and not attacking.
Ships stopping short started at least 2 months ago. Been happening with my reapers. Also you select a target that is in range and the ships do a 180 degree turn and then start firing at the target.
Ships stopping short started at least 2 months ago. Been happening with my reapers. Also you select a target that is in range and the ships do a 180 degree turn and then start firing at the target.
I was seeing things like that with my tigers in the 94 scourges. My ships wouldn't shoot at eels until they were almost on top of them, but they'd fire at stonefish from 150 away.
Reposting since some people are misunderstanding what this fix may entail:
We'll increase the damage stat on the backend, which in turn means that we will most likely need to reduce the stat on the player-facing end to match the new behavior (while also closing the bug that causes it to deal zero damage). Basically, it means that the UAV will perform as it's supposed to (re: It will actually hit things and deal damage) thereby making it stronger, even though the number on the stat may go down.
Ok to make totally sure I understand what you are saying. You are going to make it better then it actually is today but that better will not be as good as the blueprint says it really is. So it will really be a buff but on paper will look like you made it worse.
I am actually ok with that based on the fact you tested it in the broken state for balance so making it all the way better would be bad as long as it is not too drastic a drop on paper. After all I chose to coin to get the hull based on the blueprint so am OK with the tradeoff as long as the on paper drop is not too big.
Not necessarily. We need to look to see if any of the backend changes make the Bomber too OP. It may turn out that no changes to the paper stat will be necessary. But Design needs to test this change sometime in the coming days. Hence why I haven't made any further announcements about changes. This is just a heads up that the numbers MAY change, but that the weapon will be stronger, even if they look different on paper.
If are trying to determine if they are "too OP"(so you're admitting that they are OP, but maybe not "too") test them hitting a base! You should not be able to flatten an entire base from the door! I mean this literally, the splash is so extreme that near by targets are dead before the UAVs reach them so they continue to the next target, rinse, repeat, at VERY few targets do they even have the chance to hover for their 1 second time on target.
If are trying to determine if they are "too OP"(so you're admitting that they are OP, but maybe not "too") test them hitting a base! You should not be able to flatten an entire base from the door! I mean this literally, the splash is so extreme that near by targets are dead before the UAVs reach them so they continue to the next target, rinse, repeat, at VERY few targets do they even have the chance to hover for their 1 second time on target.
It's quite the opposite for me, they are underpowered. I have UAV battery and Powercells, and they won't chain at all, no matter how weak the target is I am attacking.
Reposting since some people are misunderstanding what this fix may entail:
We'll increase the damage stat on the backend, which in turn means that we will most likely need to reduce the stat on the player-facing end to match the new behavior (while also closing the bug that causes it to deal zero damage). Basically, it means that the UAV will perform as it's supposed to (re: It will actually hit things and deal damage) thereby making it stronger, even though the number on the stat may go down.
Ok to make totally sure I understand what you are saying. You are going to make it better then it actually is today but that better will not be as good as the blueprint says it really is. So it will really be a buff but on paper will look like you made it worse.
I am actually ok with that based on the fact you tested it in the broken state for balance so making it all the way better would be bad as long as it is not too drastic a drop on paper. After all I chose to coin to get the hull based on the blueprint so am OK with the tradeoff as long as the on paper drop is not too big.
Not necessarily. We need to look to see if any of the backend changes make the Bomber too OP. It may turn out that no changes to the paper stat will be necessary. But Design needs to test this change sometime in the coming days. Hence why I haven't made any further announcements about changes. This is just a heads up that the numbers MAY change, but that the weapon will be stronger, even if they look different on paper.
I am confused. If the bug is fixed there is no need to change the stats. So are you just changing stats without addressing the primary issue?
Don't use Level. Use Tech when describing players. Level means nothing, its all about tech.
The new UAV does splash damage, so it's not an accuracy weapon. Might explain some of the missing damage. As others have commented already, please post a video of this behavior so we can get a closer look.
I think is more systemic than just the Bomber UAV's, I have noticed, a lot, that if I target a turret either in bases, a drac base or MS's that occasionally (maybe 5-10%) the fleet will stop just short of firing and sit taking incoming fire and you have to manually move the fleet forward. This I first noticed in the Reaver 85 VXP targets. So been going on at least a month.
So with the targeting just slightly off they could be circling 1 range short of the target (as my V2's, sit 1 range short of target) and so "appear" to be circling the target and not attacking.
same, particularly in 49s during event I saw it alot if i let it auto.
We can all give Kix crap..we can..BUT Im fkn Happy the problem has been acknowledged and they are wanting to fix it.
Happy as.
and wish they took notice of my sig more often
Just wish we didn't have to have these fights with them to get it through to them that there was a problem. [remember the ship repair bug that they kept trying to say was because we didn't force a save and they finally realised after a month of us nagging that it was actually a new problem.]
my main base has 2 drac carriers 10 bomber uavs each, normally wrecks rhino fleets but this is the 4th time they walked in with minor damage. do to the uavs missing..... i like the uavs but if they keep missing it will only keep hurting the player feed back...... im sure somewhere in the code of these new uavs, is where the problem lies... i ask for it to become kixeyes top priority on fixing this bug
I am having the same trouble mine seem to have the problem no matter what I hit. The miss at least 50% of the time and even though my guard fleets have high explosive protection they die immediately when others use theirs on mine so it can't be the armor issue it has to be something else. I have the problem in literally everything I hit they are kind of a crappy fleet because of it.
I am having the same trouble mine seem to have the problem no matter what I hit. The miss at least 50% of the time and even though my guard fleets have high explosive protection they die immediately when others use theirs on mine so it can't be the armor issue it has to be something else. I have the problem in literally everything I hit they are kind of a crappy fleet because of it.
mine misses about 60% of the time, i also notice if they keep the attacking force at maxed range you can hit them 90% of the time but once they get a bit further into the circle is when the uavs dont work... this happens alot and thus breaking the point of having splash uavs...... no evade dont work against splash... yet no damage is done to attacking fleets, only to your fleets as the attacker shreds you
Im paying close attention to this thread. My tigers are nearing completion, so need to decide whether to build punishers or carriers. I had high hopes for carriers, as they would add to my sub fighting capability. But ive wasted far too much shipyard time on bad builds for this one not to work. Some of the vids of punishers have me concerned too.
The new UAV does splash damage, so it's not an accuracy weapon. Might explain some of the missing damage. As others have commented already, please post a video of this behavior so we can get a closer look.
I think is more systemic than just the Bomber UAV's, I have noticed, a lot, that if I target a turret either in bases, a drac base or MS's that occasionally (maybe 5-10%) the fleet will stop just short of firing and sit taking incoming fire and you have to manually move the fleet forward. This I first noticed in the Reaver 85 VXP targets. So been going on at least a month.
So with the targeting just slightly off they could be circling 1 range short of the target (as my V2's, sit 1 range short of target) and so "appear" to be circling the target and not attacking.
Ships stopping short started at least 2 months ago. Been happening with my reapers. Also you select a target that is in range and the ships do a 180 degree turn and then start firing at the target.
Ok, just happened in the 1st MS85, so here's the video (I forgot that I have the cursor disabled on vid so to be clears each time the path line redraws is a click on the turret, and the fleet only moves/fires when I target the wall next to the turret and then target the turret again)
Now assuming that the DC's are doing the same and UAV's are launching but not attacking (circle just short of the target) it would explain the point made by the OP. https://youtu.be/KLrHwa1f9JI
The new UAV does splash damage, so it's not an accuracy weapon. Might explain some of the missing damage. As others have commented already, please post a video of this behavior so we can get a closer look.
Video is from today, two carriers attacking a single turret. No, the video is not the greatest, yes, it was recorded with my cell phone and yes, that is Thomas the Train in the background, kids were occupied so I figured I would get a jump on the FM.
Reposting since some people are misunderstanding what this fix may entail:
We'll increase the damage stat on the backend, which in turn means that we will most likely need to reduce the stat on the player-facing end to match the new behavior (while also closing the bug that causes it to deal zero damage). Basically, it means that the UAV will perform as it's supposed to (re: It will actually hit things and deal damage) thereby making it stronger, even though the number on the stat may go down.
doom, i have said it time and time again. its not a matter of the damage itself. from what i am seeing, it is the mechanic that allows the bomber uav to attempt to fire at near by targets as it travels to its destination. the uavs are doing just that. attacking a nearby target, in most cases before they even reach the ship. sometimes the splash hits, and thats why people see little damage. once the uavs reach their main target under this circumstance, they are reloading, hence it showing as no damage being done.
the two best solutions are: A- remove that mechanic. or B-increase the swarm duration to 2 seconds, as well as the swarm time cap on the ship. thus giving the uavs time to reload. at the very least, humor me and look into what i am saying.
I am having the same trouble mine seem to have the problem no matter what I hit. The miss at least 50% of the time and even though my guard fleets have high explosive protection they die immediately when others use theirs on mine so it can't be the armor issue it has to be something else. I have the problem in literally everything I hit they are kind of a crappy fleet because of it.
mine misses about 60% of the time, i also notice if they keep the attacking force at maxed range you can hit them 90% of the time but once they get a bit further into the circle is when the uavs dont work... this happens alot and thus breaking the point of having splash uavs...... no evade dont work against splash... yet no damage is done to attacking fleets, only to your fleets as the attacker shreds you
they arent exactly missing, its the "attempt to attack near by targets as they travel" mechanic thats the issue. and yes, even if there is only one target they are doing this.
I am having the same trouble mine seem to have the problem no matter what I hit. The miss at least 50% of the time and even though my guard fleets have high explosive protection they die immediately when others use theirs on mine so it can't be the armor issue it has to be something else. I have the problem in literally everything I hit they are kind of a crappy fleet because of it.
mine misses about 60% of the time, i also notice if they keep the attacking force at maxed range you can hit them 90% of the time but once they get a bit further into the circle is when the uavs dont work... this happens alot and thus breaking the point of having splash uavs...... no evade dont work against splash... yet no damage is done to attacking fleets, only to your fleets as the attacker shreds you
they arent exactly missing, its the "attempt to attack near by targets as they travel" mechanic thats the issue. and yes, even if there is only one target they are doing this.
They aren't missing; they are just dealing zero damage to the target, which is not supposed to be happening. So they are hitting, but are not dealing their damage correctly. We're going to try and have a fix in for this next week.
If you have technical questions, please submit a ticket here.
Having trouble submitting a ticket? Try this link.
I am having the same trouble mine seem to have the problem no matter what I hit. The miss at least 50% of the time and even though my guard fleets have high explosive protection they die immediately when others use theirs on mine so it can't be the armor issue it has to be something else. I have the problem in literally everything I hit they are kind of a crappy fleet because of it.
mine misses about 60% of the time, i also notice if they keep the attacking force at maxed range you can hit them 90% of the time but once they get a bit further into the circle is when the uavs dont work... this happens alot and thus breaking the point of having splash uavs...... no evade dont work against splash... yet no damage is done to attacking fleets, only to your fleets as the attacker shreds you
they arent exactly missing, its the "attempt to attack near by targets as they travel" mechanic thats the issue. and yes, even if there is only one target they are doing this.
They aren't missing; they are just dealing zero damage to the target, which is not supposed to be happening. So they are hitting, but are not dealing their damage correctly. We're going to try and have a fix in for this next week.
Except i have seen mine do what shadow said many times over. I have them on a valk but when i use it to hit cargo i can see the ships taking a small amount of damage before they even start to circle. Hell i have seen some of my friends who have done the R and D research and see the critical hit explosion graphic happen just in front of the target. There might be times that they do no damage but the majority of time you will also notice them firing a split second too early and it hurts them because they cannot reload again in time. They are missing and only the splash is hitting the targets.
I am having the same trouble mine seem to have the problem no matter what I hit. The miss at least 50% of the time and even though my guard fleets have high explosive protection they die immediately when others use theirs on mine so it can't be the armor issue it has to be something else. I have the problem in literally everything I hit they are kind of a crappy fleet because of it.
mine misses about 60% of the time, i also notice if they keep the attacking force at maxed range you can hit them 90% of the time but once they get a bit further into the circle is when the uavs dont work... this happens alot and thus breaking the point of having splash uavs...... no evade dont work against splash... yet no damage is done to attacking fleets, only to your fleets as the attacker shreds you
they arent exactly missing, its the "attempt to attack near by targets as they travel" mechanic thats the issue. and yes, even if there is only one target they are doing this.
They aren't missing; they are just dealing zero damage to the target, which is not supposed to be happening. So they are hitting, but are not dealing their damage correctly. We're going to try and have a fix in for this next week.
Except i have seen mine do what shadow said many times over. I have them on a valk but when i use it to hit cargo i can see the ships taking a small amount of damage before they even start to circle. Hell i have seen some of my friends who have done the R and D research and see the critical hit explosion graphic happen just in front of the target. There might be times that they do no damage but the majority of time you will also notice them firing a split second too early and it hurts them because they cannot reload again in time. They are missing and only the splash is hitting the targets.
Reminds me of the glitch where ships sometimes stop just slightly short of range of their target, thus not able to fire because theyre not quite in range. Ive seen this happen a few times while hitting 85 strongholds. Perhaps the UAVs are doing the same thing, attempting to fire just a tad early, or short of the target, because of the same glitch? Doomrooster, don't you think that would be worth looking into?
Alot of people have coined the new carrier and uav. Since Kix got their money they are probably nerfing it now. Business as usual.
I spent $45.00 on that raid to get this carrier ., The first time i ever won the featured ship. I am so disappointed i should have taken Tiger instead. I want my money back!!!1
Alot of people have coined the new carrier and uav. Since Kix got their money they are probably nerfing it now. Business as usual.
I spent $45.00 on that raid to get this carrier ., The first time i ever won the featured ship. I am so disappointed i should have taken Tiger instead. I want my money back!!!1
Remember: As of right now, you have no reason to be mad. Kixeye has said they're fixing it. Give them the courtesy of actually fixing it before leaping to conclusions.
You'll note that the person you quoted said "probably". He's also not a representative so he really has no more idea than anybody else here.
They aren't missing; they are just dealing zero damage to the target, which is not supposed to be happening. So they are hitting, but are not dealing their damage correctly. We're going to try and have a fix in for this next week.
I have just finished my first FM run through with my Carrier fleet. I don't have a tin foil hat but I believe that some change in the mechanic has already happened... I no longer have zero damage launches... and the splash power seems slightly stronger... I'm running through the 85's a bit more easily.
All good... not a huge change but noticeable and in the manner described by DM.
We'll increase the damage stat on the backend, which in turn means that we will most likely need to reduce the stat on the player-facing end to match the new behavior (while also closing the bug that causes it to deal zero damage). Basically, it means that the UAV will perform as it's supposed to (re: It will actually hit things and deal damage) thereby making it stronger, even though the number on the stat may go down.
Having trouble submitting a ticket? Try this link.
I cannot discuss your account ban. Don't ask.
But I hope your right and the fix works as PLAYERS feel it should.
I am actually ok with that based on the fact you tested it in the broken state for balance so making it all the way better would be bad as long as it is not too drastic a drop on paper. After all I chose to coin to get the hull based on the blueprint so am OK with the tradeoff as long as the on paper drop is not too big.
Having trouble submitting a ticket? Try this link.
I cannot discuss your account ban. Don't ask.
I think is more systemic than just the Bomber UAV's, I have noticed, a lot, that if I target a turret either in bases, a drac base or MS's that occasionally (maybe 5-10%) the fleet will stop just short of firing and sit taking incoming fire and you have to manually move the fleet forward. This I first noticed in the Reaver 85 VXP targets. So been going on at least a month.
So with the targeting just slightly off they could be circling 1 range short of the target (as my V2's, sit 1 range short of target) and so "appear" to be circling the target and not attacking.
Happy as.
and wish they took notice of my sig more often
Ok, just happened in the 1st MS85, so here's the video (I forgot that I have the cursor disabled on vid so to be clears each time the path line redraws is a click on the turret, and the fleet only moves/fires when I target the wall next to the turret and then target the turret again)
Now assuming that the DC's are doing the same and UAV's are launching but not attacking (circle just short of the target) it would explain the point made by the OP.
https://youtu.be/KLrHwa1f9JI
https://www.youtube.com/watch?v=pXwteKvOq-M
the two best solutions are: A- remove that mechanic. or B-increase the swarm duration to 2 seconds, as well as the swarm time cap on the ship. thus giving the uavs time to reload. at the very least, humor me and look into what i am saying.
They aren't missing; they are just dealing zero damage to the target, which is not supposed to be happening. So they are hitting, but are not dealing their damage correctly. We're going to try and have a fix in for this next week.
Having trouble submitting a ticket? Try this link.
I cannot discuss your account ban. Don't ask.
You'll note that the person you quoted said "probably". He's also not a representative so he really has no more idea than anybody else here.
All good... not a huge change but noticeable and in the manner described by DM.