Hi
As i fear i am getting no-where with customer service or the ''experts''(lmao...shock, horror). I am going to make this bug public here. Do not use seige bat 3 or 4 on any of your hulls, if these specials are on they need refit imediately for either garrison battery or frontline counter sys as these are the only specials where the 50% turret defence bonus is actually working.
Took alot of refits and narrowing down this bug, but i can confirm that this is true. Originally noticed it last month when i won my 2 kings writs...One was taking damage to omegas, the other wasnt. I set about determining the cause of this and after alot of wasted shipyard time and tokens i can say with confidence the seige bat 3 and 4 do not give a 50% turret bonus. I had 1 defensive writ with counters and frontline counter sys ... thats working fine no problems... the one with seige bat took damage to omega on either the 3 or 4 versions of the special...i refitted garrison battery now and it is just fine again to cut a long story short
(note: yes i used a brennus sloth lead hull)
On the way i learned evade has nothig to do with it, tactical field resistance has nothing to do with it, the amount of special slots filled has nothing to do with it.....<---hence my wasted shipyard time and tokens

Seige bat 3 and 4 are basically useless specials which are also lying in the statsblocks too, dont be fooled.
11
Interesting,some visual proof would be very handy here.I haven't seen any others complaining about the siege batteries.
This Warn You
-Unknown Game Developer... or is it?
I suspect this bug has been active for quite some time too.
I have siege battery 4, and FLC in my FM fleet, and see the same amount of damage ( when I take it ) so IDK if this is right..
Some more info would be great ( for my curious mind of course ) about how you did the testing..
Simple and easiest way would be to take 2 of the same hulls, one with FLC and one with Siege Battery 4 and nothing else on the boats, No added buffs from anywhere else and see what happens..
I dont think you can compare an fm fleet as they take so little damage as is, if any....and also they are effected by things you can shhot down which would be amunition to troll my claim.......you cannot shoot down omega..... Believe me i have been toying with this bug for weeks now. I wanted to be 100% sure what it was before i went public with it because i knew i wouldnt be believed and instantly dismissed by many if i didnt have my ducks in a row and a solution that was tested.......I couldnt just come here with a hunch, lol
We know for a fact that you can out fit your boats with specific armors/specials that greatly influence how the Omega functions. Splash Dispersal is an example.. Only real way you can test this, is a blank boat, with thud 1 and the 2 different specials SB4/FLC.. There are too many factors that can skew the results, which is why I asked the question I did.
But yes you can do it with the FM, the amount of damage that it gives doesn't matter. IF SB4 is not working and FLC is, you will see a difference in damage. IF they are both working, with the same stats, then the damage should be about the same.. Again, not saying you are right or wrong, but thats why I was asking how you did the tests. IF this was a wide spread bug, more ppl would be complaining no?
I have not used any splash dispersal systems or any armour. I had the boats parked when doing the testing(parked when taking fire off omega), and have tested on many many bases. When you change 1 thing at a time you can get reliable results from testing. In the end the only thing that solved it was putting frontline counter or garrison battery which is pointing to the turret deffence bonus as the other possibilities had already been ruled out.
That would explain so much. I use mostly siege bat if it's not a countermeasurehull and I'm getting shitloads of damage from things others say barely tickles.
Then I would have seen the "Fail of the Whale". Oh wait, that is the next raids title.
They want video of everything. Then when you include one in your ticket showing exactly what is wrong, they don't bother to watch it until you demand they do.
Worrying as a base hitter to think it could go the other way tho, the only thing i enjoy in this game is hitting bases now and making kings useless would wreck the game for me and many hours of hard work getting them!
When I was calculating damage from PvP turrets, everything seems to be off by a factor of 2. The lack Siege Battery defense stat would perfectly explain why conquerors seem to be dying to turrets that they should not be.
Thanks for testing.
I just had a weird result of a 1st base test of a hull with 106k deflection vs concussive and sb4, The omega ripped it apart in 5-6 shots. I was searching for the post that confirmed the omega wasn't a turret so it didn't get buffed, so 800k/15 salvo = 53,333 per projectile, hard damage, full stop, no buffs. Not sure how to explain it shredding my hull so fast. The other deflections seemed to work just fine ecat didn't scratch it from what I saw, didn't get in range of anything else.
EDIT: Mystery solved, just confirmed it was kinetic gun on op, which makes me impressed that the hull lasted as long as it did, and I finally got my base test, unfortunately my kinetic was hours from being able to be equipped, lmbo.
still waiting for an update ........................................................................
In normal cases such as PvE this isn't an issue because the ship health is rather low and therefore the discrepancy in effect between the 50% and 49.5% turret defense is negligible. However, with the high health of the KW, these values become a problem. Huggy's also shows a field with the resistances for turrets if a turret defense special is applied. As you can see in the fleet below, 50% turret defense with garrison battery acts as if the KW has double health numbers, which equals 350,000 (175,000 *2). However, the second ship has Siege batter IV equipped and you can see that the values are slightly off. Instead of 350,000, the field displays 346,727 which equals exactly 49.5% turret defense. Because of the high health of the KW, this issue is starting to present a significant problem. I've also added two Levi's to demonstrate the health difference between ships with much lower armour number.
https://www.dahippo.com/bp/ship#!H07W00000007200000000000000000000000000000007W00000004R00000000000000000000000000000000700000007200000000000000700000004R0000000000000ZZdD
-Unknown Game Developer... or is it?