Vengeance Devs vs Shieldwall TG

Issues dealing with gameplay balance.
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Vengeance Devs vs Shieldwall TG

Postby oh my! » Sun 27 Jul, 2014 5:08 pm

I noticed the other day during a game that Devastator Vengeance rounds didn't seem to be having the effect that they should be on a TG with Shieldwall up. Following that, I ran a good, old-fashioned lab. The lab is attached to this post, but the gist is: Vengeance rounds do absolutely sod-all to a Shieldwall TG, even at point-blank range.

Is this WAI? If not, can one of the mod team have a bit of a look at it, please?

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Swift
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Re: Vengeance Devs vs Shieldwall TG

Postby Swift » Sun 27 Jul, 2014 9:55 pm

It may have to do with the TG having vehicle armour, since in shieldwall it gets vehicle nd vengeance rounds are soft av at best.
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Re: Vengeance Devs vs Shieldwall TG

Postby Ace of Swords » Sun 27 Jul, 2014 10:14 pm

Pointblank vengeance round are supposed to kill something like a transport in about 3-4 seconds, so it should be do enough damage to kill off a halfhp shieldwalled TG at point blank.
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Re: Vengeance Devs vs Shieldwall TG

Postby oh my! » Sun 27 Jul, 2014 10:19 pm

Indeed. The raw AV DPS of point-blank Vengeance Devs is about 104DPS (barring size modifiers etc). As you'll see from my lab, they knock about 700HP of a carnifex strolling around in front of them. They do *nothing* to a Shieldwall TG. Sweet Fanny Adams.
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Re: Vengeance Devs vs Shieldwall TG

Postby Nuclear Arbitor » Sun 27 Jul, 2014 10:42 pm

shield wall has crazy regen though. i'm not sure what it is (not 104) but it would certainly reduce the damage.
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Re: Vengeance Devs vs Shieldwall TG

Postby Torpid » Sun 27 Jul, 2014 11:37 pm

Shieldwall needs a nerf even if this is a bug.
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Re: Vengeance Devs vs Shieldwall TG

Postby Black Relic » Mon 28 Jul, 2014 2:29 am

I never noticed this. I figure it was because of health regen.

That Torpid Gamer wrote:Shieldwall needs a nerf even if this is a bug.


Best nerf would be to halt energy regen during this mode. Or at least reduce energy regen. a bit.
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Re: Vengeance Devs vs Shieldwall TG

Postby Caeltos » Mon 28 Jul, 2014 3:51 am

I guess it's conflicting modifiers of some sort.
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Re: Vengeance Devs vs Shieldwall TG

Postby Aertes » Mon 28 Jul, 2014 10:30 am

Black Relic wrote:Best nerf would be to halt energy regen during this mode. Or at least reduce energy regen. a bit.


I think Shield wall should cost energy while active. Maybe not too much, something that allowed the Guard to stay like that for a good amount of time, but not forever.
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Re: Vengeance Devs vs Shieldwall TG

Postby Superhooper01 » Mon 28 Jul, 2014 4:36 pm

The sheildwall re-gen is bit crazy agree with Torpid
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Re: Vengeance Devs vs Shieldwall TG

Postby oh my! » Mon 28 Jul, 2014 7:56 pm

I think there's room for both Shieldwall being a touch OTT *and* this being a bug of some description. Sheildwall regen is 10hp/sec - not insignificant, but not enough to seriously dent the amount of damage that point-blank Vengeance rounds ought to be doing.

Haven't got any grand ideas for a rework of Shieldwall myself - perhaps we could have another thread for that, given that this one seems to be running it's course?
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Re: Vengeance Devs vs Shieldwall TG

Postby Myrdal » Mon 04 Aug, 2014 9:01 pm

oh my! wrote:Indeed. The raw AV DPS of point-blank Vengeance Devs is about 104DPS (barring size modifiers etc). As you'll see from my lab, they knock about 700HP of a carnifex strolling around in front of them. They do *nothing* to a Shieldwall TG. Sweet Fanny Adams.

If that's the actual dps then it's no surprise it takes no damage since you didn't take into account the %25 accuracy modifier against large creatures seen here. The tg heals for 25hp/s in shield wall. What's strange is that it only does 100dps, it should be doing around 150 I think. Does it really destroy a razorback 3-4s?
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Re: Vengeance Devs vs Shieldwall TG

Postby Tex » Fri 22 Aug, 2014 3:32 pm

I just destroyed an upgraded rhino in 3 bursts with vengeance rounds. So gratifying to get good use out of the libby and VRdevs.
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Re: Vengeance Devs vs Shieldwall TG

Postby M4573R_CH13f » Mon 01 Sep, 2014 10:47 am

it should still be noticeable. the devs do 600 damage in one volley of 2 second. 75% vengeance rounds damage buff and 2.75 multiplier for short range, 0.25 accuracy vs large targets, 0.2 damage multiplier
--> 144 damage in 2 second, 77 in one. that does easily outgun the healthregen of 20hp/s
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Re: Vengeance Devs vs Shieldwall TG

Postby Myrdal » Sat 06 Sep, 2014 2:38 pm

72, but you're right. Not sure if the problem is with tg or VR devs. Any other issues with either? How does VR work on say a WL?
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Re: Vengeance Devs vs Shieldwall TG

Postby lolzarz » Sat 06 Sep, 2014 2:54 pm

Tyrant guards have 5 times the health of an upgraded rhino, so it obviously takes more time to kill. Then you have shield wall that gives 20 regeneration, that rhinos obviously don't have. The devastator deals 216.39(quoting codex here)x0.02(vehicle armour)x7(vengeance rounds)=39DPS (not sure if base 75% damage buff stacks with 900% damage buff vs vehicles). The Rhino takes the full 39 DPS. Tyrant guards, due to 20 regeneration, take 19 DPS. That's halved damage on a unit with 5x health.
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