[4.21 HF1] Plasma Cannon Mk3 too strong? - Fix coming.

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Mavo Pi
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[4.21 HF1] Plasma Cannon Mk3 too strong? - Fix coming.

Post by Mavo Pi » Thu, 28. Sep 17, 21:55

I got the Plasma Cannon MK3 a few days ago and it feels much too strong when shooting without charging. I took a kill mission against an Arawn and by tapping the trigger each shot would damage the shield and later the hull by 1 to 2 percent. Considering there is no cooldown between the shots until the weapon overheats i dropped the shield by about 5 percent per second. Is it because I got a nice weapon modification (20% damage 46% speed) for it, is it a bug or is it the default behavior? In my opinion an Arawn should be more difficult to destroy even on medium difficulty. Perhaps I have to restart at X-treme difficulty (playing on medium right now).

Reprisal
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Post by Reprisal » Thu, 28. Sep 17, 22:32

Maybe the AoE effect isn't dependent on charge?

Sparky Sparkycorp
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Re: Plasma Cannon Mk3 too strong?

Post by Sparky Sparkycorp » Thu, 28. Sep 17, 23:39

Thanks for the report, Mavo.
Mavo Pi wrote: In my opinion an Arawn should be more difficult to destroy even on medium difficulty. Perhaps I have to restart at X-treme difficulty (playing on medium right now).
There's no need to restart. We can dynamically change game difficulty in existing games via the main menu settings. It's worth noting that this can block certain Steam Achievements but that is probably isn't significant if planning to change the difficulty setting anyway.
Reprisal wrote:Maybe the AoE effect isn't dependent on charge?
Does AoE work OK in the XR VR? There was fixed in classic XR on ~8th September but it hasn't been mentioned in XR VR patch notes. It may have been working from the start though!
Last edited by Sparky Sparkycorp on Thu, 28. Sep 17, 23:59, edited 2 times in total.

Mavo Pi
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Re: Plasma Cannon Mk3 too strong?

Post by Mavo Pi » Thu, 28. Sep 17, 23:56

Sparky Sparkycorp wrote:Thanks for the report, Mavo.
Mavo Pi wrote: In my opinion an Arawn should be more difficult to destroy even on medium difficulty. Perhaps I have to restart at X-treme difficulty (playing on medium right now).
There's no need to restart. We can dynamically change game difficulty in existing games via the main menu settings. It's worth noting that this can block certain Steam Achievements but that is probably isn't significant if planning to change the difficulty setting anyway.
Reprisal wrote:Maybe the AoE effect isn't dependent on charge?
Does AoE work OK in the XR VR? The was fixed in classic XR on ~8th September but hasn't been mentioned in XR VR patch notes. It may have been working from the start though!
The AOE works when charging the cannon. I don't notice any AOE when not charging but the damage output seems too much for the uncharged shots. I also destroyed a Balor in a few seconds and need only one shot for Xenon Ps.

Sparky Sparkycorp
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Post by Sparky Sparkycorp » Fri, 29. Sep 17, 00:00

Thanks for the AoE confirmation, and additional destructive feedback :)

Reprisal
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Re: Plasma Cannon Mk3 too strong?

Post by Reprisal » Fri, 29. Sep 17, 01:01

Sparky Sparkycorp wrote:Does AoE work OK in the XR VR? There was fixed in classic XR on ~8th September but it hasn't been mentioned in XR VR patch notes. It may have been working from the start though!
Yeah it's fantastic too. If you hit a shield between two turrets it'll destroy or damage the turrets as well. I don't think it was working from the start.

linolafett
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Post by linolafett » Fri, 29. Sep 17, 09:10

I added the AoE just in the last patch. It was missing before.
Maybe the charging time is not influencing the AoE?

EDIT: Can confirm the issue. We are now taking a quick look.
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linolafett
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Post by linolafett » Fri, 29. Sep 17, 18:19

The non scaling of the area damage will be fixed in an upcoming patch. Enjoy it, while it lasts :D
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Mavo Pi
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Post by Mavo Pi » Fri, 29. Sep 17, 19:31

linolafett wrote:The non scaling of the area damage will be fixed in an upcoming patch. Enjoy it, while it lasts :D
I will :twisted:. Thank you for the fast response :)

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