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Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.03 18:33:00 -
[1] - Quote
Discovered a bug where the armor repair system skill does not increase the amount of armor regained on a dropsuit with any of the following on any suit yet tested:
Basic Armor Repairer Militia Armour Repairer Enhanced Armour Repairer
At level 3 of the skill you should be gaining an extra 9% repaired per second from these modules (unless its vehicle modules only, in which case that should be specified and not made as the prerequisite skill for the dropsuit modules.
As it stands the basic and militia armour repairs give exactly 2 HP/second, as the item specified but with no increase from the skill (which should take it to 2.18 HP/second) And the Enhanced Armour repair gives 3 HP/second (where the skill at level 3 should take it to 3.27 HP/second) I spend a lot of time in a heavy suit, so it is easy to watch your health regen with one of these modules. Every 3-5 ticks (depending) you should see the armour regen an extra point, as your health doesnt show decimals, but this doesnt occur.
The increased value also does not show up in the dropsuit fitting window for any classification of suit I currently hjave tested. (skinweave assault, dragonfly, skinwave heavy, Heavy Mark I, Heavy Mark II.
I remember this skill working earlier in beta, but it does not seem to be working now.
Way to test: get a heavy mk1 suit, get very hurt, watch the numbers increment as you regen. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.03 21:15:00 -
[2] - Quote
Booby Tuesdays wrote:Hmmm... I'll have to pay close attention to this. I have quite a few SP dumped into armor repair. I use the enhanced module on my Logi Type 1 suit, and it seems to repair faster than before, but maybe I'm just not paying close enough attention. Is there a stat that lists your armor repair rate somewhere?
It shows under the stats on your dropsuit fitting, most (all) suits have 0.00 standard until you put a module on. As it stands the calculation based on skill isnt included (at least on my own suits) in either the stats or in game. Its hard to notice unless you take a lot of armour damage and decide to wait a moment and heal or cap something before finding something else to kill.
For example.. if you are at skill level 4, with an enhanced armour repair module you should have 3.36 Armour repaired per second. Approximately every 3 ticks you will gain a visible 4 health instead of 3 in game. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.03 22:01:00 -
[3] - Quote
Its certainly not easy to notice, I wouldnt have noticed myself if i wasnt watching it tick back 2 at a time from 2 armour to 500+ (was an interesting game)
Since then I keep an eye on it whenever I am badly wounded. Just to see and figure out If I am in fact getting the skills worth out of it. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.03 22:58:00 -
[4] - Quote
KalOfTheRathi wrote:Yes, but none of your skill tweaks normally show under the stats. I thhink most of them do actually.. I know total stamina, health, shields, cpu and powergrid update. And i am reasonably confident this did when it worked in earlier beta. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.04 15:01:00 -
[5] - Quote
Bumping to promote awareness. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.05 01:35:00 -
[6] - Quote
Cless Vallein wrote:Grims Tooth wrote:I haven't tested this yet, but with the upgrades, do the ticks still come every 1 second? Because the skill might reduce the time between ticks. If that is the case, then 2.18 HP / Second = 2 HP / .917 Seconds. Like I said, I haven't done any testing on this, because I don't have the skills yet, but you might want to try it because they could have changed how it's coded. I wonder if this is perhaps the case? But just from observation I can't tell that I'm getting it any faster...
My reflexes are not good enough to time that and play an fps ;)
Cless Vallein wrote:This is an issue I've been discussing with a friend of mine. Good to see others debating it as well. I thought that maybe it was for vehicles or perhaps even repair tools. It is Armor Repair Systems, so the name suggests it should affect all of the proper modules to go with repair systems.
I thought of that too, but then why would the skill be used to unlock dropsuit repair modules specifically? And there is another skill as is for the remote reps.. so it cant/shouldnt be for them.
Booby Tuesdays wrote:What are the odds we can get a Dev to comment on this? Even if it's just to confirm that they are aware of the potential issue/non issue? I'm wondering if this is similar to the fact that I should be getting way more damage from my sidearm due to skill upgrades, but all that is listed is 1.05% damage increase from my 5% damage module.
I would like to see the comment.. I am now also wondering about the damage mod. |
Torr Wrath
Subdreddit Test Alliance Please Ignore
58
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Posted - 2013.02.08 04:04:00 -
[7] - Quote
KalOfTheRathi wrote:We were talking about this situation (not this post) in squad last week. The question is why do it at all? This is usable for Vehicles but otherwise the maximum value is not worth the SP. Every little bits helps when moving constantly from fight to fight. iv cut it close often enough just by virtue of a 2 point repair ticking at the right time. An extra point here and there would make it not as close.
KalOfTheRathi wrote:From a programming standpoint the additional value would round down most of the time. You tend to be able to avoid that depending on the type and how you write the code.
KalOfTheRathi wrote:I wouldn't spend the SP until I had it to burn and then only because I expect to be driving HAVs at some point. Thats your choice, and depending on the tactical situation you might be correct especially depending on your play style. But a bug is still a bug ;)
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