Project 1011 - Remote Disintegrator's module hit-box is faulty and it does not mask your ship, along with other related issues!

Bug report:

 

 

What happened?

Remote Disintegrator hit-box is glitched. It takes minutes or forever to kill one Remote Disintegrator Drone. This has nothing to do with an active resistance.

The hit-box is too small. Rocket Launchers and Turrets may not hit it for minutes, but they only occasionally hit it.

 

Another related issue, now called, Issue 2.

The special module - Remote Disintegrator will not mask your ship, bots in PvE will still be able to lock on you and target you.

 

What should have happened?

 

Issue 1:

Remote Disintegrator hit-box should have been destroyed way more easily when hit by a projectile from turrets if not from rocket launchers.

 

Issue 2:

Snipers were able to detect my ship while using this module from over 10km away. You’re supposed to be visually identified at close distances, but not being visible on the radar.

Deploying the Remote Disintegrator from your Project 1011 ship (Rank 17 Empire) should have masked your ship to prevent detecting, locking and engaging your ship at long or medium distances.

 

Issue 3: Sometimes the Remote Disintegrator drone will start moving on its own. It could be because of a nearby debris, or something else. It will be presented with a video.

              It gets worse when the Remote Disintegrator drone will sometimes suddenly start spinning out of control, making any essentially unusable.

              Check the video 3, around 2:00-2:15+.

 

Issue 4: There’s no incoming damage feedback, no notifications when doing damage to the Remote Disintegrator’s Drone.

 

 

Screenshot:

EZTrEcm.png

It clearly says that I should remain cloaked/masked if I am with the drone, within its radius!

 

 

The video of issue 1:

 

The video of issue 2:

 

The video of issue 3:

 

Video 4:

 

Logs:

[2018.08.12 13.18.28.zip](< base_url >/applications/core/interface/file/attachment.php?id=17354)

9 hours ago, Koromac said:

Snipers were able to detect my ship while using this module from over 10km away. You’re supposed to be visually identified at close distances, but not being visible on the radar.

Deploying the Remote Disintegrator from your Project 1011 ship (Rank 17 Empire) should have masked your ship to prevent detecting, locking and engaging your ship at long or medium distances.

Description never said that, in all it’s versions. “Unmasks position of your ship” means you are visible on radar for brief moment on drone destruction from any distance like on spydrone.

 

Hitbox is broken indeed. Hitting with Halo or Photon is almost impossible. Seems it shares the hitbox with microlocator, while it should with tackler’s small/big drone.

10 hours ago, Koromac said:

 

Remote Disintegrator hit-box is glitched. It takes minutes or forever to kill one Remote Disintegrator Drone. This has nothing to do with an active resistance.

The hit-box is too small. Rocket Launchers and Turrets may not hit it for minutes, but they only occasionally hit it.

 

 

Agreed. That drone is broken, probably on purpose.

And not only that that auto aim of it is really id  ot fully accurate.

It is 100% accurate against anything of fighter size and bigger. 

 

10 hours ago, Koromac said:

Issue 1:

Remote Disintegrator hit-box should have been destroyed way more easily when hit by a projectile from turrets if not from rocket launchers.

 

It should be destroyed like gunship when it is approached by Cutter with Deconstructor. Basically in two shots.

Also, module cooldown should start when drone is destroyed.

 

On 8/10/2018 at 11:21 PM, Koromac said:

Issue 1:

Remote Disintegrator hit-box should have been destroyed way more easily when hit by a projectile from turrets if not from rocket launchers.

 

The video for the issue 1:

 

Koro, please attach some logs to this one. In the current Fire Support those turrets just tickle (they are doing like few hundred HP damage) and this remote drone has more than 15k HP. Last shot from that video from the rocket launcher is doing ~1k damage and it destroyed your drone immediately. So it looks like those turrets were actually hitting the remote drone. But to be sure - logs are needed.

The best option would be to try the Defence Contract. Ships there are not nerfed.

 

Logs are uploaded as well.

7 hours ago, Koromac said:

Logs are uploaded as well.

Thx. And it looks like it’s a no bug:

13:32:18.573 CMBT | Damage Turret_Pirate_Barge_JerTurret_T3|0000014082 -> RemoteDisintegratorDrone(Koromac)|0000014068 180.00 (h:180.00 s:0.00) Turret_Pirate_Barge_JerTurret_T3 EMP  
13:32:19.241 CMBT | Damage Turret_Pirate_Barge_JerTurret_T3|0000014094 -> RemoteDisintegratorDrone(Koromac)|0000014068 180.00 (h:180.00 s:0.00) Turret_Pirate_Barge_JerTurret_T3 EMP

So the EM turrets were doing multiple hits per second (as on the video)  just their damage is really low (180 HP/shot). There was no visible interaction as they are the same projectiles as from singularity cannon (so they penetrate). 

The nightmare continues!

 

There is also no incoming damage notifications! You don’t know how much damage you cause to the Remote Disintegrator’s Drone.

 

Looks like Remote Disintegrator Drone has 31500 HP with 1500 resists (93.5% damage reduction) for EM . It takes a Spark over 2 minutes of constant fire to kill it. Is it by design?

Spoiler

 

 

 

 

21 minutes ago, niripas said:

Looks like Remote Disintegrator Drone has 31500 HP with 1500 resists (93.5% damage reduction). It takes a Spark over 2 minutes of constant fire to kill it. Is it by design?

  Reveal hidden contents

 

 

 

On description it says 18k survivability, give me that kind of drone on my Tackler please.

 

Try to test how accurate it is - how many shots from it can you avoid when you are in Spark.

 

Btw. nice vid, also I think this is for bug report, lets see what [@Skula1975](< base_url >/index.php?/profile/239039-skula1975/) will tell us.

 

Shame that we don’t have any developer here to interact with us, wonder what he-she would say.

That was with the singularity, try with the assault railgun.

2 hours ago, niripas said:

Looks like Remote Disintegrator Drone has 31500 HP with 1500 resists (93.5% damage reduction). It takes a Spark over 2 minutes of constant fire to kill it. Is it by design?

  Reveal hidden contents

 

 

Judging by the game files it should be 18000 healt with no ressists, also it seems to take correct dmg when hit by another disintigrator (at least the last time I checked it)

Spoiler

./dd.lua | column -t death\_sound sound/explosion/drone\_expl orphan\_time 0.5 vision\_radius 500 primary\_weapon RemoteDisintegrator owner\_distance 285 fixedInheritance true signature 0 in\_editor false uiName RemoteDisintegrator\_name physics table: 0x41c1c930 class GuidedDrone health 18000 death\_effect particles/explosions/big\_fire\_2 max\_rot\_speed 180 weapon\_slots 1 model models/modules/remote\_disintegrator/remote\_disintegrator deactivate\_sound max\_aim\_rot\_speed 180 activate\_sound max\_speed 0 default\_icon ItemSubtype\_DestrBeamDrone 

 

 

3 hours ago, xXThunderFlameXx said:

That was with the singularity, try with the assault railgun.

 

Just checked. For kinetic type damage it has -7 resists. Checked it with Ion Emitter and it looks like it works as well.

 

1 hour ago, John161 said:

Judging by the game files it should be 18000 healt with no ressists, also it seems to take correct dmg when hit by another disintigrator (at least the last time I checked it)

  Reveal hidden contents

./dd.lua | column -t death_sound sound/explosion/drone_expl orphan_time 0.5 vision_radius 500 primary_weapon RemoteDisintegrator owner_distance 285 fixedInheritance true signature 0 in_editor false uiName RemoteDisintegrator_name physics table: 0x41c1c930 class GuidedDrone health 18000 death_effect particles/explosions/big_fire_2 max_rot_speed 180 weapon_slots 1 model models/modules/remote_disintegrator/remote_disintegrator deactivate_sound max_aim_rot_speed 180 activate_sound max_speed 0 default_icon ItemSubtype_DestrBeamDrone

 

 

Definitely more than 18000.

cat testdmglines.txt | awk '{sum+=$8 ; print $0} END{print "sum=",sum}'
23:57:18.118 CMBT | Damage OwnageMaster|0000000170 -> RemoteDisintegratorDrone(niripas)|0000000296 563.51 (h:563.51 s:0.00) Weapon_Laser_Heavy_T5_Rel THERMAL|PRIMARY_WEAPON|CRIT
23:57:19.066 CMBT | Damage OwnageMaster|0000000170 -> RemoteDisintegratorDrone(niripas)|0000000296 312.79 (h:312.79 s:0.00) Weapon_Laser_Heavy_T5_Rel THERMAL|PRIMARY_WEAPON
23:57:19.920 CMBT | Damage OwnageMaster|0000000170 -> RemoteDisintegratorDrone(niripas)|0000000296 279.80 (h:279.80 s:0.00) Weapon_Laser_Heavy_T5_Rel THERMAL|PRIMARY_WEAPON|CRIT
23:57:20.084 CMBT | Damage OwnageMaster|0000000170 -> RemoteDisintegratorDrone(niripas)|0000000296 323.05 (h:323.05 s:0.00) Weapon_Laser_Heavy_T5_Rel THERMAL|PRIMARY_WEAPON
23:57:20.925 CMBT | Damage OwnageMaster|0000000170 -> RemoteDisintegratorDrone(niripas)|0000000296 857.43 (h:857.43 s:0.00) Weapon_Laser_Heavy_T5_Rel THERMAL|PRIMARY_WEAPON|CRIT
23:57:21.929 CMBT | Damage OwnageMaster|0000000170 -> RemoteDisintegratorDrone(niripas)|0000000296 6603.28 (h:6603.28 s:0.00) Weapon_Laser_Heavy_T5_Rel THERMAL|PRIMARY_WEAPON|CRIT
23:57:22.891 CMBT | Damage OwnageMaster|0000000170 -> RemoteDisintegratorDrone(niripas)|0000000296 8103.92 (h:8103.92 s:0.00) Weapon_Laser_Heavy_T5_Rel THERMAL|PRIMARY_WEAPON|CRIT
23:57:23.908 CMBT | Damage OwnageMaster|0000000170 -> RemoteDisintegratorDrone(niripas)|0000000296 8796.67 (h:8796.67 s:0.00) Weapon_Laser_Heavy_T5_Rel THERMAL|PRIMARY_WEAPON|CRIT
23:57:24.916 CMBT | Damage OwnageMaster|0000000170 -> RemoteDisintegratorDrone(niripas)|0000000296 4876.08 (h:4876.08 s:0.00) Weapon_Laser_Heavy_T5_Rel THERMAL|PRIMARY_WEAPON
23:57:25.029 CMBT | Damage OwnageMaster|0000000170 -> RemoteDisintegratorDrone(niripas)|0000000296 814.49 (h:814.49 s:0.00) Weapon_Laser_Heavy_T5_Rel THERMAL|PRIMARY_WEAPON
sum= 31531

It’s strange. For Singularity cannon, Firestorm, Inhibitor Swarm (EM, Thermal/Explosive, EM - respectively) it has 1500 resists. Assault Railgun (kinetic) and Ion-Emitter (Thermal) - 0 or even negative resists. Funny thing - missiles from the pirate Cruiser (thermal/Explosive) from Koro’s video - they were doing 1k/hit with base of 2k (IIRC). Way more than Firestorm.

For another disintegrator - are you sure? I think I was doing ~8k per shot, with base of 13k. 

So it has a very high resistance to AoE damage, although for some reason the missiles from the cruiser deal more damage than what they are supposed to? For the game running on a simple engine it sure knows how to confuse people…

[@niripas](< base_url >/index.php?/profile/244639-niripas/) It is not ncessarily strange. The drone is listed as ai.Signature.TINY ( line signature=0). Which sets the the exlposive dmg even lower then for Inties, 0.06 to be precise wich would correspond to the 93.5% dmg reduction you observed.

[@John161](< base_url >/index.php?/profile/143536-john161/)

 

You know that that thing is more durable than all the Destroyers combined, yet it’s almost as big as an interceptor?!

It took almost three minutes of firing both rockets and weapons to take one such drone down!

This drone needs to be the same as any Destroyer or Tackler drone!

 

[@Skula1975](< base_url >/index.php?/profile/239039-skula1975/)

 

Mr. Skula, will you accept this bug report?

1 hour ago, Koromac said:

[@John161](< base_url >/index.php?/profile/143536-john161/)

 

You know that that thing is more durable than all the Destroyers combined, yet it’s almost as big as an interceptor?!

It took almost three minutes of firing both rockets and weapons to take one such drone down!

This drone needs to be the same as any Destroyer or Tackler drone.

As I explained above, it only takes decreased dmg from Explosives and Singularity Cannon type weapons (Singu counts as Explosive in regard of dmg scaling). These 93.5% Dmg reduction are the only reason why you think that it is so durable.

8 hours ago, John161 said:

As I explained above, it only takes decreased dmg from Explosives and Singularity Cannon type weapons (Singu counts as Explosive in regard of dmg scaling). These 93.5% Dmg reduction are the only reason why you think that it is so durable.

Make it - “Any AoE dmg effect” - it’s the same story for damage dealing AoE modules. 

I do wonder - what other in game objects have attribute “tiny” assigned? 

4 minutes ago, niripas said:

I do wonder - what other in game objects have attribute “tiny” assigned? 

Hehe, I do wonder *wink* *wink*

1 hour ago, niripas said:

Make it - “Any AoE dmg effect” - it’s the same story for damage dealing AoE modules. 

I do wonder - what other in game objects have attribute “tiny” assigned? 

A few of the actual tiny stuff like some Drones and afaik also the Destroyer Modules.

17 hours ago, Koromac said:

Mr. Skula, will you accept this bug report?

May be recheck after today update?