reactivedrop_public_src icon indicating copy to clipboard operation
reactivedrop_public_src copied to clipboard

Damage amplifier has a tiny chance of not boosting a shot

Open WhenTanksFly opened this issue 1 year ago • 0 comments

With #778 solved on beta, I remembered there's another issue with the damage amplificator offhand: no matter whether the amplifier zone is static or SW-carried, there's a very small chance for a bullet to not be affected and deal normal damage. Sometimes several 98-round magazines go fine, sometimes multiple bullets in a single mag forget to deal double their dmg.

I disabled the stacking of pop-up damage numbers and went to the Workshop map R&D Firing Range to shoot some bulky aliens for several minutes: d_amp_beta.zip. Both vanilla pop-ups and the map's console output register the issue. Approximate tick and time of non-amped shots (while amplifier was still up): 0720 0:11.15 1675 0:26.90 2580 0:42.10 3765 1:01.85 4095 1:07.25 4160 1:08.35 4520 1:14.55 9065 2:30.25

That's a player using his own portable amp. Here's a bot boosted by another marine's static amp: d_amp_beta_botjob.zip 06610 1:32.50 07465 1:46.95 09455 2:20.05 16760 4:21.80

I tried to reproduce the issue with medical amplifier gun (amplifying a bot while rotating shieldbug away from the bot), but either the chance is this low or ampgun functions properly 100% of the time.

The problem backtracks to at least April 2022 (first time I directly mentioned the issue in its current form / a slightly earlier report that resulted in some amp mechanics changed), though maybe it's there since 2010 but noone really counted the damage (or had comfortable tools for that) back then.

WhenTanksFly avatar Jul 20 '24 14:07 WhenTanksFly