Topic: Overload Heavy weapons on SFC III  (Read 8834 times)

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Cruis.In

  • Guest
Re: Overload Heavy weapons on SFC III
« Reply #40 on: February 06, 2003, 08:29:50 pm »
Quote:

Why dont all races have overloads?  




uh you just drag more power into an overload, its as simple as that, theres no overload button to push like in sfc.

there you go thinking the "other races" are conspired against by the developers.

Vertigo

  • Guest
Re: Overload Heavy weapons on SFC III
« Reply #41 on: February 06, 2003, 08:46:53 pm »
Quote:

Well there you go then, heavy weapons cause the same internals, I was wrong.

However you have to admit, that if you repeat the same attack that the restults are not identical. It isnt always the warp core or the engines or the phasers that go, it could just as easily be the cloak. Add to that, that some ships can dye with everything still working yet others can go down with every weapon down or stunned.

I may have got one my assumption wrong about that, however I still would like to find out what/where/why/how etc. if someone has all the answers point me in there direction please.  




Ah, this I can explain.  SFC3 presumably inherits the DAC (damage allocation chart) system from SFC2 and SFC1, which inherited it from SFB.  It may be modified for SFC3, but the DAC still seems to function in roughly the same way.

There is a complicated DAC table for every vessel, listing all the components.  Whenever you take damage, the computer "rolls dice" and allocates damage.  The mechanics are kinda complex, enough to be effectively random in many cases.  

Your ship doesn't explode when all the components are destroyed.  One of the components is HULL, and when that has taken enough damage you are dead.  Not until then.  

In SFC, due to the layout of the DAC, you were often completely crippled long before you ran out of hull.  In SFC3, the DAC appears to be a lot different, and the opposite is true.

A lot of us hate the new DAC, because you have ships that have 1% Hull, but full weaps, shields, and energy.  Taldren promised the damage system was going to be tweaked in the patch.
 

Robb Stark

  • Guest
Re: Overload Heavy weapons on SFC III
« Reply #42 on: February 06, 2003, 10:28:32 pm »
Quote:


In SFC, due to the layout of the DAC, you were often completely crippled long before you ran out of hull.  In SFC3, the DAC appears to be a lot different, and the opposite is true.

A lot of us hate the new DAC, because you have ships that have 1% Hull, but full weaps, shields, and energy.  Taldren promised the damage system was going to be tweaked in the patch.
   




If I recall the way the SFB DAC (ugh... acronym city) was set up, there was a thing called "excess damage" or something on your ship, and when you lost all of that, your ship was history.  The thing was, you had to destroy a lot of stuff before you could get to those last few boxes.  You could only reach them if you'd destroyed a bunch of other systems already.  It was a good setup.

They never officially released the SFC 1&2 DAC, but since it was based on SFB, it wasn't a big mystery.

Another difference between the new and old game:  in the new game, hull integrity is its own thing, wheras in the old game the "hull" bar was actually a representation of your ship's collective systems.  Therefore, when you repaired a system, you ended up getting back a certain degree of "hull."  Now, you can repair your systems even after your hull strength has been reduced - so if you get lucky, you can fix up almost all your systems to maximum operational levels after they've been damaged, even if your hull is severely damaged.  

Having played with the Beta patch, I can say that if it represents the amount of tweaking that you're going to see, it still isn't anywhere near the way the older (and, in my opinion, better) system was.  What I have done personally is modified the Hit Points of numerous systems.  For example, I've tried edititng the .gf files to take the Hit Points of a Photon Torpedo launcher down to something like 10, rather than 25.  If you do that, you end up getting a lot more system damage before the ship finally blows.  Also, it makes subsystem targeting much more viable.

All in all, this leads me to concluded that one of the easiest improvements they could make in the game is reducing the Hit Points of subsystems, except perhaps for the Warp Core (which is already vulnerable enough).  
 

RAGE Cyberbeer

  • Guest
Was'nt sure how to start a new thread...
« Reply #43 on: February 06, 2003, 11:22:16 pm »
How much internal damage can a Sov take with the following loadout:
Armor V
5 quantums
3 XIIF phasers
and Warp X

In addition, how much damage does a volley of fully overloaded quatums do?
Finally, are there ways to cheat in the game to the point that playing a game on GSA can not detect it?  If such an issue exist will the patch prevent it?  

Vertigo

  • Guest
Re: Was'nt sure how to start a new thread...
« Reply #44 on: February 06, 2003, 11:33:47 pm »
Quote:

How much internal damage can a Sov take with the following loadout:
Armor V
5 quantums
3 XIIF phasers
and Warp X





Depends on how much damage hits the hull, and how much hits other components.  Luck plays a bit of a factor.

Quote:


In addition, how much damage does a volley of fully overloaded quatums do?





Define "volley."  It has a few different meanings in SFC3.  A single fully overloaded Quantum does 50% more damage, so it does 19.5 damage.

Quote:

Finally, are there ways to cheat in the game to the point that playing a game on GSA can not detect it?  If such an issue exist will the patch prevent it?  




Technically, since SFC3 is peer-to-peer, it is literally impossible to make a cheat-proof game.  You can only do it with a client/server arrangement, and then it's just *almost* impossible.  I'm not aware of any cheater programs for SFC3 geared towards GS, but I don't play on it.  Perhaps someone else can chime in here.
 

Aenigma

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Re: Was'nt sure how to start a new thread...
« Reply #45 on: February 07, 2003, 05:11:15 am »
 
Quote:

Define "volley." It has a few different meanings in SFC3. A single fully overloaded Quantum does 50% more damage, so it does 19.5 damage.  




Damage goes up as well with officer experience and multiple-torpedovolley. That can be quite a lot of damage then. (i don't know how much, but it is certainly more)  

Cruis.In

  • Guest
Re: Was'nt sure how to start a new thread...
« Reply #46 on: February 07, 2003, 11:18:35 am »
so time to squeeze on some quantum torpedoes to replace those old photons when the tac officer reaches legendary eh.

Vertigo

  • Guest
Re: Was'nt sure how to start a new thread...
« Reply #47 on: February 07, 2003, 04:10:17 pm »
Quote:

 
Quote:

Define "volley." It has a few different meanings in SFC3. A single fully overloaded Quantum does 50% more damage, so it does 19.5 damage.  




Damage goes up as well with officer experience and multiple-torpedovolley. That can be quite a lot of damage then. (i don't know how much, but it is certainly more)  





IIRC, damage reachs up to about +30% with a lvl 6 officer, I believe.  Multivolleys (if ALL of them hit) do what... +40%.  It's been so long I don't remember here.

I think both of these numbers are listed here:

http://208.57.228.3/ubb/Forum1/HTML/019435.html

...but I don't have time right now to dig it up.  Look there if you are interested.
 
« Last Edit: December 31, 1969, 06:00:00 pm by Vertigo »