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xponen avatar xponen commented on August 19, 2024

My suggestion:
Nerf shieldfelon directly (alter discharge size, capacity, or charge-to-damage constant, or rate-of-fire), do not nerf the linkage.

  • if you increase discharge size, increase range and reduce shield-capacity, then you could get skirmish weapon like slowmort which rate-of-fire depended on how fast it recharge.

from zero-k.

GoogleFrog avatar GoogleFrog commented on August 19, 2024

The new behaviour is the desired behaviour. About 9 months ago you claimed to make shield link only look at the local network. Your change was expected to leave shield link behaviour unchanged in the case where all the shields are next to each other (so there is no difference between local and global). Your change did not do this, instead link behaviour changed dramatically and the result was a stealth buff for Felon.

Recently I noticed that the behaviour had changed so rewrote shield link such that it both has locality and collapses to the old behaviour when all the shields are adjacent to each other. If you work through the maths you should find that my behaviour is very similar to the old global behaviour in the common clumped units + Felon case. The loops are not wasteful, they are required for the mechanic to work.

The only nerf here is the reversal of the stealth buff that went undetected for 9 months.

from zero-k.

xponen avatar xponen commented on August 19, 2024

The charge distribution behaviour is flawed, the CPU spend more time charging neighbour which is almost full and not flow to shield which is empty.

from zero-k.

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