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Double power projectile rework


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I began to notice that if you had double power equipped with a turret that shoots projectiles (not instant damage), the projectile damage is very strange once your double power runs out or is activated.

 

If I get a shot off right before the double power runs out but the double power runs out when the shot is in mid-air, the shot will deal normal damage.

 

If I get a shot off right before double power is activated and it is activated while the projectile is in mid-air, the shot will deal twice the damage. 

 

This literally makes no sense. It's like if you are taking some drug test and then you pee in a cup (and you pee without any drugs in it) but then you take drugs a week later, and then that stored pee in that cup all of a sudden has drugs in it. Likewise, if I'm taking drugs while I'm peeing but I stop before my pee is analyzed, then the pee will magically have all drugs removed away. 

 

My suggestion is that as long as the projectile leaves the turret with double power, it will hit with double power. Likewise, if the projectile leaves the turret without double power, it will hit with normal damage. 

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Under review

Declined

 

This bothered me for a long time and I reported the problem to devs multiple times. What's even worse, is that if you shoot someone point blank with a splash turret (e.g. Magnum) with DP activated and your own splash kills you, then the shot will deal double damage to you, but only normal damage to the enemy, which is completely ridiculous.

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Under review

 

This bothered me for a long time and I reported the problem to devs multiple times. What's even worse, is that if you shoot someone point blank with a splash turret (e.g. Magnum) with DP activated and your own splash kills you, then the shot will deal double damage to you, but only normal damage to the enemy, which is completely ridiculous.

I noticed this, and OP's problems. Tanki isn't realistic at all. Though, would be good if it's in the game.

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I think the devs have screwed around with buff/nerf/buff/nerf and change this, change that so much that nothing actually works quite right.  The reward mechanic is obviously messed up and I have noticed this DD problem also

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I think the devs have screwed around with buff/nerf/buff/nerf and change this, change that so much that nothing actually works quite right. The reward mechanic is obviously messed up and I have noticed this DD problem also

Every Ricochet player noticed it xD

 

I do not have Rico on WO1 alt gorgoblesk99 because I have OP M1 Thunder from Predator kit. There is no point in using Rico when you have Thunder of same modification and similar MU.

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Declined

 

According to Hazel Rah, this issue is not important enough, and there's no way to fix it without causing other (potentially worse) frustrations.

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Declined

 

According to Hazel Rah, this issue is not important enough, and there's no way to fix it without causing other (potentially worse) frustrations.

I knew it didn't make sense but that was an issue? I thought that was intended all this time. I saw utilising this feature as the apex of double damage supply timing and control. I've seen many players wasting valuable seconds with the Booster Drone because they use it before they even get a good lock on the target. You can get a good set more damaging projectiles in mastering this with some turrets. 

 

Under review

Declined

 

This bothered me for a long time and I reported the problem to devs multiple times. What's even worse, is that if you shoot someone point blank with a splash turret (e.g. Magnum) with DP activated and your own splash kills you, then the shot will deal double damage to you, but only normal damage to the enemy, which is completely ridiculous.

It also happens vice versa. 

 

 

 Self-destrucy.png

 

 

Sometimes, the splash damage would come after you shot the person and therefore, you'd deal the double damage to them before you die to the splash damage, and sometimes, it's like what you described above. It's an RNG that's a blessing and a curse. 

 


 

 

It also happens when you die with it activated. As long as you have double damage enabled, any projectile's damage is doubled. if you die with it still going to the enemy, then it would deal normal damage. Saves my skin many times when a Uranium Striker with only double damage shoots at me and I kill it before the missile impacts my Hornet, which results in my HP being reduced to 40% as opposed to being one-shotted. 

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I knew it didn't make sense but that was an issue? I thought that was intended all this time

Yes, it works as intended, but the way it works also means that sometimes it's frustrating when you fire a shot with DD but it doesn't deal DD because you died while your shot was still mid-flight.

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According to Hazel Rah, this issue is not important enough, and there's no way to fix it without causing other (potentially worse) frustrations.

1. I'm very happy that this idea was discussed with the upper authority and that feedback was actually received. Frankly, quite disappointing that this idea was rejected, but nonetheless, I'm happy that after all these years of coming up with ideas, both good and terrible, I finally got feedback (though you guys stole my personal discount/test drive idea without giving me any credit). 

 

2. "not important enough" + "causing potentially worse frustrations" = "MMS"

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