Doomrooster, I logged a support call and sent the video below showing my Drac Carrier taking one salvo to destroy a 71 cargo fleet and 24 Salvo's to take out an Elite 75 cargo fleet - the response is that there is nothing unintended happening, is there any update on your side?
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.
and im telling you its not that they are doing zero damage, it just looks like it. here let me explain further. say you have two ships, in a line, one after the other, and you are targeting the one in back, before the uavs even reach the ship you have targeted, they will fire and the ship in front, trigger their reload. when they reach their target, they are reloading and wont do any damage. further more, the uavs see to attempt to attack near by targets before they are even close to any targets, sometimes the splash hits, showing very little damage, sometime it doesnt.
BUT, ask the developers to try this. disable the mechanic that allows them to attempt to fire at near by targets, and test them out, they should see there is no more problem with the uavs
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.
thank you! im waiting for a friend of mine to get on so i can have them record for me, and post the video, so they can see exactly what im talking about
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.
tell you what, ask to try this, as a test, disable the mechanic that allows the uavs to attempt to attack nearby targets, and give them a few runs, they will see that the issue isnt there anymore. i should with luck have a video up tomorrow at the latest, to detail what word obviously cant show you
and im telling you its not that they are doing zero damage, it just looks like it. here let me explain further. say you have two ships, in a line, one after the other, and you are targeting the one in back, before the uavs even reach the ship you have targeted, they will fire and the ship in front, trigger their reload. when they reach their target, they are reloading and wont do any damage. further more, the uavs see to attempt to attack near by targets before they are even close to any targets, sometimes the splash hits, showing very little damage, sometime it doesnt.
BUT, ask the developers to try this. disable the mechanic that allows them to attempt to fire at near by targets, and test them out, they should see there is no more problem with the uavs
that does not explain when you are attacking one turret with nothing else between or around and having the uav's fly to the target circle round do no damage retun to ship relaunch circle round repeat 5 times before any damage is done. then on the next turret launch one salvo and completely destroy the target.
Doomrooster, I logged a support call and sent the video below showing my Drac Carrier taking one salvo to destroy a 71 cargo fleet and 24 Salvo's to take out an Elite 75 cargo fleet - the response is that there is nothing unintended happening, is there any update on your side?
I see nothing wrong there. In a normal 71 salvage fleet the ships are grouped allowing your UAVs to chain and do more damage all together. In the 75 salvage, the ships aren't grouped so no chaining is happening, they have more armor/resistances so they surely should take more to kill.
that does not explain when you are attacking one turret with nothing else between or around and having the uav's fly to the target circle round do no damage retun to ship relaunch circle round repeat 5 times before any damage is done. then on the next turret launch one salvo and completely destroy the target.
these things work and sometimes they don't work.
like i said, the often seem to try and fire at a target before it is in range, sometimes the splash hits, sometimes it doesnt, thats when you dont see damage. its counting, even a single target, as a near by target. and by the time it reaches the turret, in your example. its reloading. simply put. in the death grip campaign, i targeted one of the turrets, and noticed, that even before the uavs reached the turrets, the walls around them took some damage, (but not the turret) then on the chain, the turrets took the damage.
honestly, this is the only weapon that has that "attempt to attack nearby targets" mechanic, and seems to be the only weapon i have seen that has issues where they are doing this.
now, if IF kixeye would just try my theory out, they would see if im right or wrong.
Doomrooster, I logged a support call and sent the video below showing my Drac Carrier taking one salvo to destroy a 71 cargo fleet and 24 Salvo's to take out an Elite 75 cargo fleet - the response is that there is nothing unintended happening, is there any update on your side?
like i said, the often seem to try and fire at a target before it is in range, sometimes the splash hits, sometimes it doesnt, thats when you dont see damage. its counting, even a single target, as a near by target. and by the time it reaches the turret, in your example. its reloading. simply put. in the death grip campaign, i targeted one of the turrets, and noticed, that even before the uavs reached the turrets, the walls around them took some damage, (but not the turret) then on the chain, the turrets took the damage.
honestly, this is the only weapon that has that "attempt to attack nearby targets" mechanic, and seems to be the only weapon i have seen that has issues where they are doing this.
now, if IF kixeye would just try my theory out, they would see if im right or wrong.
your theory is wrong, I have been playing long enough to know "nearby targets" - I said a single target with nothing else around and to expand I was parked right next to it bang in my circle of fire - the UAV's will launch do a circle of the target (and not being in range of anything else) will return to the ships, the next salvo with do the same, after 5 or 6 salvos then damage is done. Other times the same turret will be destroyed with one salvo. The turrets I am having the issue on are in the 85 outposts.
During December raid I fitted my Valkyrie Carrier with 2x Bomber UAV, the ship also have 6x Locust UAV and UAV powercells R9.
What I notice, is that when Locust UAV chain, I can't spot that Bomber UAV's chain. I am not sure if this is some sort of a visual error, or if the Bomber UAV do not chain on specific hulls like the Valkyrie Carrier.
the bomber does have a little issue where it drops its payload along the way to the target. if it chains then you get the payload drop again but if it does not chain well its payload was drop already so this could be the issue. premature payload drop before reach the target area. the reason you see the damage come out is because the chain is like a start over attack so it does the mechanic all over again. since the target is close by the target gets hit by the splash payload. this is something in Q&A could look at. a 75 is not much different then a 71 in damage resistance and weapon output.
An example: I just hit a 65 elite which 3 loaded carriers should not have a problem with. Three direct shots in a row at the little battle ship did nothing. It took five shots from three loaded cariers to kill it. it only takes most of my single ships one or two shots max. I am talking about the little battle ship for crying out load it takes up to ten or twelve to kill the v2h in the outposts. there is a problem.
the bomber does have a little issue where it drops its payload along the way to the target. if it chains then you get the payload drop again but if it does not chain well its payload was drop already so this could be the issue. premature payload drop before reach the target area. the reason you see the damage come out is because the chain is like a start over attack so it does the mechanic all over again. since the target is close by the target gets hit by the splash payload. this is something in Q&A could look at. a 75 is not much different then a 71 in damage resistance and weapon output.
yea, thats what i have been talking about. thats them "attempting to attack nearby targets" seems no one else has any idea what im talking about, even though it in the description
your theory is wrong, I have been playing long enough to know "nearby targets" - I said a single target with nothing else around and to expand I was parked right next to it bang in my circle of fire - the UAV's will launch do a circle of the target (and not being in range of anything else) will return to the ships, the next salvo with do the same, after 5 or 6 salvos then damage is done. Other times the same turret will be destroyed with one salvo. The turrets I am having the issue on are in the 85 outposts.
do you even read. its counting anything as a nearby target. even if its one. because technically. it is a target. and technically, it is nearby. unless being singular takes away from being a target or nearby.
do you even read. its counting anything as a nearby target. even if its one. because technically. it is a target. and technically, it is nearby. unless being singular takes away from being a target or nearby.
and by your logic being a nearby target it would unload its payload so why is it not doing any damage?? you clearly do not understand how these things work...
When you are sat on top of one target and you launch, even a premature payload drop would be doing damage to anything that is close to that drop, that's the splash effect... These things are doing no damage... therefore if it drops just before or on top they are doing no damage... your reasoning is not working here either.
and you clearly arent understanding what i am saying. i will use little words. when they shoot at the "nearby" target. they are doing so before they are close to it. if the splash does not reach, then it will show as no damage. if it does, it shows small damage.
this is why, when targets are bunched together, and the uav chain, you see the damage, as they are close enough.
but i am done trying to explain it. we will see after their "FIX" there is a high chance it will still have issues. and when that is the case, well, we will continue this convo.
this is just like when they took away alliances being able to hit their own members, to "prevent frubbles" even though i mad it clear they could get someone from outside of the alliance to do it, which i spent a week after said change showing and proving my point, and guess what, people still get frubbles.
simply put, i have a very keen eye and mind for things. i never look at anything and go, "ok that is what it is" i inspect. i look at all angles, i dissect it, and look for every possible thing i can. but thats just me. anyway as i said, til after the "FIX"
and you clearly arent understanding what i am saying. i will use little words. when they shoot at the "nearby" target. they are doing so before they are close to it. if the splash does not reach, then it will show as no damage. if it does, it shows small damage. Little words for you I am parked but it within splash range, even if it let go in your words early it should still do damage
this is why, when targets are bunched together, and the uav chain, you see the damage, as they are close enough. one target in the singular not targets - same target different outpost different result.
but i am done trying to explain it. we will see after their "FIX" there is a high chance it will still have issues. and when that is the case, well, we will continue this convo. you need to try to understand what you re saying is wrong.
this is just like when they took away alliances being able to hit their own members, to "prevent frubbles" even though i mad it clear they could get someone from outside of the alliance to do it, which i spent a week after said change showing and proving my point, and guess what, people still get frubbles. off topic and has no bearing on this thread
simply put, i have a very keen eye and mind for things. i never look at anything and go, "ok that is what it is" i inspect. i look at all angles, i dissect it, and look for every possible thing i can. but thats just me. anyway as i said, til after the "FIX"
and you clearly arent understanding what i am saying. i will use little words. when they shoot at the "nearby" target. they are doing so before they are close to it. if the splash does not reach, then it will show as no damage. if it does, it shows small damage. Little words for you I am parked but it within splash range, even if it let go in your words early it should still do damage
this is why, when targets are bunched together, and the uav chain, you see the damage, as they are close enough. one target in the singular not targets - same target different outpost different result.
but i am done trying to explain it. we will see after their "FIX" there is a high chance it will still have issues. and when that is the case, well, we will continue this convo. you need to try to understand what you re saying is wrong.
this is just like when they took away alliances being able to hit their own members, to "prevent frubbles" even though i mad it clear they could get someone from outside of the alliance to do it, which i spent a week after said change showing and proving my point, and guess what, people still get frubbles. off topic and has no bearing on this thread
simply put, i have a very keen eye and mind for things. i never look at anything and go, "ok that is what it is" i inspect. i look at all angles, i dissect it, and look for every possible thing i can. but thats just me. anyway as i said, til after the "FIX"
ok smart guy, answer me this: name one other weapon that has the "attempt to attack nearby targets' feature. you cant, because there are none. answer me this:name one weapon that is having the issues the bomber is having. again, you cant. do you know why? because this is the only weapon that has that feature. just like the drac carrier is the only ship that puts a limit on swarm duration.
so you mean to tell me, that the only weapon to have that feature, is faulty and having issues, yet that feature in question is not the issue? alrighty then.
and i know that was off topic, i was merely pointing out that, time and time again when it comes to certain issues, i give very valid points that most people seem to ignore. so, like i said, when the fix comes, and the uav is still not working right. you along with everyone else will think to yourselves "hmm he was right."
"but i am done trying to explain it. we will see after their "FIX" there is a high chance it will still have issues. and when that is the case, well, we will continue this convo. you need to try to understand what you re saying is wrong."
how so? are you on the development team? do you have some leaked information that says that im without a doubt wrong? did god come to you in a dream with some divine knowledge? no? well then, until im am explicitly proven to be wrong, what i am suggesting has merit, and is not, in and of itself wrong
Its taken us over a month to finally convince Kix that the uav is doing no damage ( a big Thank you to Trogar once again).
It is doing no damage. None, nadda, zip, please stop trying to confuse the issue.
im not trying to confuse anything, you people are doing so yourselves. what part of "they are attempting to attack nearby targets from an extended range, and are reloading when they reach the target" dont you understand? am i typing in a foreign language?
more to the point, look at actual base hits. the uavs do great there, from what i've seen and they still have the same issue yet...they work in base its. why, because when they chain, they are too close for the feature to have the negative affect it is having.
seriously, thousands upon thousands of players, countless people on this thread, and im the only one bringing into question that that maybe the feature that only this weapon has is to blame.
remember when zerks came out, and there was some issue with the overload, and it was the only ship with an overload at the time? while its not the same, and "off topic" its a similar situation, where, a piece of tech, has a feature that no other tech has, and there are issues with it. what some confusing or hard to understand.
oh wait, i forgot. im supposed to be a sheep like everyone else and just go along with what everyone else says and does. and never NEVER explore or bring up other options. shame on me
and you clearly arent understanding what i am saying. i will use little words. when they shoot at the "nearby" target. they are doing so before they are close to it. if the splash does not reach, then it will show as no damage. if it does, it shows small damage. Little words for you I am parked but it within splash range, even if it let go in your words early it should still do damage
this is why, when targets are bunched together, and the uav chain, you see the damage, as they are close enough. one target in the singular not targets - same target different outpost different result.
but i am done trying to explain it. we will see after their "FIX" there is a high chance it will still have issues. and when that is the case, well, we will continue this convo. you need to try to understand what you re saying is wrong.
this is just like when they took away alliances being able to hit their own members, to "prevent frubbles" even though i mad it clear they could get someone from outside of the alliance to do it, which i spent a week after said change showing and proving my point, and guess what, people still get frubbles. off topic and has no bearing on this thread
simply put, i have a very keen eye and mind for things. i never look at anything and go, "ok that is what it is" i inspect. i look at all angles, i dissect it, and look for every possible thing i can. but thats just me. anyway as i said, til after the "FIX"
ok smart guy, answer me this: name one other weapon that has the "attempt to attack nearby targets' feature. you cant, because there are none. answer me this:name one weapon that is having the issues the bomber is having. again, you cant. do you know why? because this is the only weapon that has that feature. just like the drac carrier is the only ship that puts a limit on swarm duration.
so you mean to tell me, that the only weapon to have that feature, is faulty and having issues, yet that feature in question is not the issue? alrighty then. no I am not that is what you are saying and if you read the forums and posts you will see that they had to modify the new weapon to have a splash stat becuase it was also miss behaving.
and i know that was off topic, i was merely pointing out that, time and time again when it comes to certain issues, i give very valid points that most people seem to ignore. so, like i said, when the fix comes, and the uav is still not working right. you along with everyone else will think to yourselves "hmm he was right."
"but i am done trying to explain it. we will see after their "FIX" there is a high chance it will still have issues. and when that is the case, well, we will continue this convo. you need to try to understand what you re saying is wrong."
how so? are you on the development team? do you have some leaked information that says that im without a doubt wrong? did god come to you in a dream with some divine knowledge? no? well then, until im am explicitly proven to be wrong, what i am suggesting has merit, and is not, in and of itself wrong
you are clearly not smart enough to be on the development team and also not smart enough to be a test eng... so do as you say and stop commenting you are making yourself look silly.
Quite clearly a delusional fool, DR has quite clearly stated that the dev team have found it is not doing damage, and the team is going to put out a fix - but you still want to push your troll fest trying to convince anyone that will listen you know better
BUT, ask the developers to try this. disable the mechanic that allows them to attempt to fire at near by targets, and test them out, they should see there is no more problem with the uavs
these things work and sometimes they don't work.
honestly, this is the only weapon that has that "attempt to attack nearby targets" mechanic, and seems to be the only weapon i have seen that has issues where they are doing this.
now, if IF kixeye would just try my theory out, they would see if im right or wrong.
What I notice, is that when Locust UAV chain, I can't spot that Bomber UAV's chain. I am not sure if this is some sort of a visual error, or if the Bomber UAV do not chain on specific hulls like the Valkyrie Carrier.
When you are sat on top of one target and you launch, even a premature payload drop would be doing damage to anything that is close to that drop, that's the splash effect... These things are doing no damage... therefore if it drops just before or on top they are doing no damage... your reasoning is not working here either.
this is why, when targets are bunched together, and the uav chain, you see the damage, as they are close enough.
but i am done trying to explain it. we will see after their "FIX" there is a high chance it will still have issues. and when that is the case, well, we will continue this convo.
this is just like when they took away alliances being able to hit their own members, to "prevent frubbles" even though i mad it clear they could get someone from outside of the alliance to do it, which i spent a week after said change showing and proving my point, and guess what, people still get frubbles.
simply put, i have a very keen eye and mind for things. i never look at anything and go, "ok that is what it is" i inspect. i look at all angles, i dissect it, and look for every possible thing i can. but thats just me. anyway as i said, til after the "FIX"
Its taken us over a month to finally convince Kix that the uav is doing no damage ( a big Thank you to Trogar once again).
It is doing no damage. None, nadda, zip, please stop trying to confuse the issue.
so you mean to tell me, that the only weapon to have that feature, is faulty and having issues, yet that feature in question is not the issue? alrighty then.
and i know that was off topic, i was merely pointing out that, time and time again when it comes to certain issues, i give very valid points that most people seem to ignore. so, like i said, when the fix comes, and the uav is still not working right. you along with everyone else will think to yourselves "hmm he was right."
"but i am done trying to explain it. we will see after their "FIX" there is a high chance it will still have issues. and when that is the case, well, we will continue this convo. you need to try to understand what you re saying is wrong."
how so? are you on the development team? do you have some leaked information that says that im without a doubt wrong? did god come to you in a dream with some divine knowledge? no? well then, until im am explicitly proven to be wrong, what i am suggesting has merit, and is not, in and of itself wrong
more to the point, look at actual base hits. the uavs do great there, from what i've seen and they still have the same issue yet...they work in base its. why, because when they chain, they are too close for the feature to have the negative affect it is having.
seriously, thousands upon thousands of players, countless people on this thread, and im the only one bringing into question that that maybe the feature that only this weapon has is to blame.
remember when zerks came out, and there was some issue with the overload, and it was the only ship with an overload at the time? while its not the same, and "off topic" its a similar situation, where, a piece of tech, has a feature that no other tech has, and there are issues with it. what some confusing or hard to understand.
Quite clearly a delusional fool, DR has quite clearly stated that the dev team have found it is not doing damage, and the team is going to put out a fix - but you still want to push your troll fest trying to convince anyone that will listen you know better