Per hit damage

Is it possible to change the game so that each ship will do damage per hit instead of every after a volley? it would make the game feels more real time and also wouldnt make it feel like everything is so weak. seing this huuuuge laser beam hit something but doesnt do damage till the volley is done :( kinda dissapointing to watch.

6,778 views 10 replies
Reply #1 Top

I'm not sure what you're asking :P The damage isn't really tied to the graphical effect of the weapon. The LRM launching a missile volley counts as one shot and that's how the damage is dealt, there's no way to do it damage-per-missile because the particle effect isn't linked to damage in any way.

Reply #2 Top

He means he wants instant damage calculation instead of how it currently is in Sins where it only updates things every second.  Its okay for resources and the like, with damage its annoying when you can set your watch by their explosions.

Reply #3 Top

Ah, well.. that's one of those necessary evils to keep things running smooth. If you remember, the Progenitor's damage share used to calculate damage in realtime after each shot, and that slowed the game to a crawl with medium/big fleets so they had to change it to just update the damage when the ability expires :P

Reply #4 Top

If you have a strong pc...just go and change all the weapon damage from "overtime" into InstantAction making sure you set the action delay to 0! Should make a difference ;) but then again might take you HOURS to go through each entity and modify it :)

Reply #5 Top

Most ships actually have "backloaded" rather than over-time. Overtime, if memory serves, is only used for the beam drills (Kol, Advent ships, Vasari with pulse beams).

Reply #6 Top

Well then cut that work load by a sharp amount then ;)

Reply #7 Top

No.. overtime works as it should, the damage is applied at intervals while the beam is firing instead of all at the end. Backloaded is everything else that nothing can be done about :P Making beams backloaded would do the opposite of what the OP wants :)

Reply #8 Top

ah so it is possible. and yeah i do have a good PC. so im wondering if changing that will demand more CPU power or GPU power? or maybe even ram. CPU and RAM i wont have any problems with those,. running 4GHZ with my QX9650 and have 8gigs of DDR2 ram. GPU however is a piece of SH*T.

Reply #9 Top

ah so it is possible
End of quote

What do you mean? You can't really change regular one-shot weapons to do overtime damage and have it look right :P

And it would eat the CPU, not the GPU :)

Reply #10 Top

The only thing you could do is change all the burst/volley effect weapons to be burst count 1 and then adjust the damage and prebuffcooldown times accordingly.  This is not going to give you what you want though as visually its going to look very mechanical and timed.  It's also going to mess with balance overall despite damage per second statistics staying the same as each shot is likely going to do a lot less damage (assuming you're talking about a shot every second or less) and armor is going to have a much bigger effect in that case.  The engine also seems to have some sort of issue with drawing weapon effects once their cycle time gets too small, as a ship I was tweaking stopped showing its weapon visual effects after it leveled up a bit - but that's just a bit anecdotal and speculative on what the problem was.

-dolynick