Beams can't breach!

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ShockMeSane
Posts: 5
Joined: Fri Sep 21, 2012 7:40 pm

Beams can't breach!

Post by ShockMeSane »

Unless I am completely missing something, Beams seem incapable of actually causing breaches. I altered the cooldowns/power costs/initial loadouts (+sensors 2) of the Slug ship as I was messing with ways to make the Anti-Bio Beam more interesting without completely breaking the game. Long story short, even the beams that are supposed to have some breach chance like the Hull Beam and the either the Halberd or Glaive (one of them has some breach chance, forget which) simply don't breach.

I attempted leaving the breach value as is and lowering the cooldown to check many results - no breaches.
I attempted upping the breach value to 8 (per fire beam) and then 10 (per breach bomb). I tried this with both standard cooldown and lowered cooldown - no breaches.
I attempted using both beams that already had breach values in the original game and ones that didnt. This makes no difference.
I even attempting changing the weapon type of the Hull Beam to Laser just to see what would happen. This does not make the game happy. :)

Anyways, it isn't ruining my life or anything, but it does kind of arbitrarily limit what beam weapons can do. They cause fire just fine, thats for sure!

Thanks, and awesome game!
Vind
Posts: 66
Joined: Tue Sep 18, 2012 9:57 am

Re: Beams can't breach!

Post by Vind »

I think its by design - imagine breaches from pike beam for example even with low chance it would be devastating.
TJJ
Posts: 85
Joined: Sun Sep 16, 2012 5:06 pm

Re: Beams can't breach!

Post by TJJ »

If it's listed as a property of the weapon but isn't occurring, it's a bug.
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icepick
Posts: 340
Joined: Fri Aug 10, 2012 11:18 pm

Re: Beams can't breach!

Post by icepick »

Vind wrote:I think its by design - imagine breaches from pike beam for example even with low chance it would be devastating.
What makes you say that? B/c of the accuracy? Or do you think it'd have a low breach chance per room?

I'd think it'd only have the chance to breach at the beam starting point. Or the first room it hits, I mean. Otherwise it'd be crazy op like you implied.
ParanoikCZE
Posts: 11
Joined: Thu Sep 20, 2012 8:25 pm

Re: Beams can't breach!

Post by ParanoikCZE »

By looking into dat file, I can tell you that only Halberd Beam has minor (probably 10% ?) breach chance.
ShockMeSane
Posts: 5
Joined: Fri Sep 21, 2012 7:40 pm

Re: Beams can't breach!

Post by ShockMeSane »

This is not an issue of a 10% chance. You can go into the files and make it a 100% chance. Beams simply can't breach. While the game designer may feel this would make games too easy or whatever, it should be in the base code so modders can change it.

I love this game a lot and will happily throw you money by the way. Great game, but this omission bugs me.
ShockMeSane
Posts: 5
Joined: Fri Sep 21, 2012 7:40 pm

Re: Beams can't breach!

Post by ShockMeSane »

And i wont lie, I'd buy your expansion in any case. But if it isnt a thousand man hours of work I'd like to see it in game. If it is a thousand hours, I would totally respect being told told that. Just saying.
ShockMeSane
Posts: 5
Joined: Fri Sep 21, 2012 7:40 pm

Re: Beams can't breach!

Post by ShockMeSane »

I am totally begging for the designer to just post "Hey dude, it was an emission from the base code. It would take a million hours to fix, it isnt financially worth it." And I would be fine with that. You made a great game.
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