Bug Report: Siege Cannon Damage
Tactician
Join Date: 2002-02-19 Member: 228Members
<div class="IPBDescription">Major inconsistency</div> Due to claims of excessive siege cannon nerfing, I decided to test them for myself. For the first test, I created an unpatched (1.0) server, and for the second test I patched my NS to 1.01. These screenshots show conclusive evidence that the amount of damage done by a siege cannon is not what it is said to be in the version changelog.
Version 1.0 test: Siege cannons do 350 points damage per shot
<img src='http://img.ranchoweb.com/images/tactician/siege10.jpg' border='0' alt='user posted image'>
Version 1.01 test: Siege cannons do 35 points damage per shot
<img src='http://img.ranchoweb.com/images/tactician/siege101.jpg' border='0' alt='user posted image'>
For each test I used:
- sv_cheats 1
- mp_drawdamage 1
- map: ns_hera
- unmodified skills.cfg
I joined as aliens, built 1 resource tower, then built two defense chambers in the marine base. Then I switched to the marine team and built one siege cannon a short distance away. In the 1.0 test, three shots destroyed both defense chambers and half destroyed the siege cannon itself (it was in range of the blast). In the 1.01 test, the defense chambers were able to sustain each other indefinitely, and the siege cannon itself took half the damage that the defense chambers did per shot.
This proves that the damage of a siege cannon is a fraction of what the changelog claims:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Lessened siege damage from 350 to 330<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you dispute my findings, please run your own tests and see for yourself. Is the uselessness of siege cannons a bug or a feature? Save our <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> !!
Version 1.0 test: Siege cannons do 350 points damage per shot
<img src='http://img.ranchoweb.com/images/tactician/siege10.jpg' border='0' alt='user posted image'>
Version 1.01 test: Siege cannons do 35 points damage per shot
<img src='http://img.ranchoweb.com/images/tactician/siege101.jpg' border='0' alt='user posted image'>
For each test I used:
- sv_cheats 1
- mp_drawdamage 1
- map: ns_hera
- unmodified skills.cfg
I joined as aliens, built 1 resource tower, then built two defense chambers in the marine base. Then I switched to the marine team and built one siege cannon a short distance away. In the 1.0 test, three shots destroyed both defense chambers and half destroyed the siege cannon itself (it was in range of the blast). In the 1.01 test, the defense chambers were able to sustain each other indefinitely, and the siege cannon itself took half the damage that the defense chambers did per shot.
This proves that the damage of a siege cannon is a fraction of what the changelog claims:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->- Lessened siege damage from 350 to 330<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you dispute my findings, please run your own tests and see for yourself. Is the uselessness of siege cannons a bug or a feature? Save our <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> !!
Comments
There are some lurking variables in this test, however. I still see skulks being gibbed by nearby siege blasts. How is this possible with such a low amount of damage?
I have noticed this as well. It does seem like the seige cannons will just keep on firing forever sometimes.
I suppose this puts a damper on the whole "siege cannon is too powerful" argument. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=10112' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=1&t=10112</a>
I think your experiment explains the whole thing and I can see why our six seige turrets coudln't kill one wall of aliend offensive and defensive structures. Perhaps this could be looking into for a 1.02 patch?
EDIT: I also noticed the problem with Bile Bomb. I didn't want to bring it up figuring I just wasn't hitting the structure right, but it's happened too many times. Maybe the damage vs. buildings is indeed wrong somehow.
I think you guys are right, there is something wrong with the blast damage (stupid name, call it crush dammage or something as suggested before).
I took the same settings as stated above and I got the following result:
ns_hera: Damage to Defence Chambers 17
ns_bast: Damage to Defence Chambers 330
ns_caged: Damage to Defenc Chambers 330
So it really seems to be a problem which is related to ns_hera no clue why perhaps if it the test wasn't made inside the marine base?
Will have to try that out later on.
It may be a LAN setting or something, but it clearly doesn't affect all patched servers
Bile bombs still work on humans, though. As does Xenocide.
The Bilebomb bug on the other hand just seems to be resulting on mixing up multiplication and division when applying the "dmg against structures" bonus. Against structures bile bomb does half its normal damage instead of twice of it.
i've noticed other map problems too, i've played some maps where there were no problems with the commander perspective, such as one last night (don't know name once again, the one with eclipse hive), but i've played others where the commander could not see aliens, but could see alien projectiles and marines getting eaten, (this happened on nothing), and even worse, i commanded a game (on the mess hall map) where i upgraded motion tracking, and it had no effect
oh and while on the subject of bugs, i've noticed that when alien structures/their destruction are involved, on the commander's minimap, destroyed alien buildings remain as red dots, which is quite annoying
Structure under attack! Structure under attack!
Structure under attack! Structure under attack!
Siege turrets s*cks especially when you're an alien. All your stuff gets destroyed (if you havent figured it out, I play as alien alot) before you can stop it. I say remove the siege turret or make the aliens have a weapon that can combat the siege turret without using players.
Save our <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> !!
lol.
Just go kill the turret / turret factory for heaven's sake. It's not that hard, even as skulks.
(Assuming that resources haven't been "tweaked" by admins.)