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 Issue with base damages 
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Joined: Thu Jun 02, 2011 7:05 am
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I have messaged Dan and haven't received a response so my legionmates have pushed me to make this public.

You all know those fab plants that end up with 5% health ever 3 people lock them?
Guess what! It happens on base fights except on a much larger scale.

The level 6 bases we are killing in 2-3 minutes are taking 100,000 - 150,000 EXTRA damage to kill.
I add the total damages then subtract the base's shields, shield recharge for 4 minutes, and their hull.

Here is today's example
Image
died in 2 minutes but lets say 4 minutes to give the base 4% shield regen - 6231
shield + hull + shield regen = 652,435

Our damages = 803,069
45861
44285
44270
44065
42959
40630
40013
35408
33503
32298
31429
30839
28183
25602
24932
22996
21758
21091
20369
19163
17662
16420
16228
16149
14244
14112
12716
10538
8927
8274
6925
4696
2093
1750
1352
1329

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Tue Apr 09, 2013 5:02 pm
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I think it's fine broken. You shouldn't be able to drop level six bases in two minutes...

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Tue Apr 09, 2013 7:30 pm
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any chance of base ability used to repair the hull?
per missing ability points not much ability repair done if any, so only probability is the base repair for credits - any info?

if no repair, then the game has delay in counting the damage on base until change the base status to disabled.

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Tue Apr 09, 2013 7:40 pm
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XxDarthDexterxX wrote:
I think it's fine broken. You shouldn't be able to drop level six bases in two minutes...

It's called coordination and strategy.

Flux wrote:
any chance of base ability used to repair the hull?
per missing ability points not much ability repair done if any, so only probability is the base repair for credits - any info?

if no repair, then the game has delay in counting the damage on base until change the base status to disabled.

No repairs were made, AP didn't change during lock. Exo clamps weren't added.
I have started watching this for the last week and it happens way to often for it to be a one time problem.
I'll post more mistakes when I am on to see the base fight from start to finish.

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Tue Apr 09, 2013 7:52 pm
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XxDarthDexterxX wrote:
I think it's fine broken. You shouldn't be able to drop level six bases in two minutes...

Lol... Have you seen their battle pact?

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Tue Apr 09, 2013 7:58 pm
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can back tree up on this now. last base we just killed should have had a total of 566,465 damage to kill
we did 628,255
thats an extra 10%

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Tue Apr 09, 2013 7:59 pm
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I wouldn't call it coordination and strategy, I'd call it imbalance in the game mechanics. It shouldn't be possible.

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Tue Apr 09, 2013 8:00 pm
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XxDarthDexterxX wrote:
I wouldn't call it coordination and strategy, I'd call it imbalance in the game mechanics. It shouldn't be possible.

Lol it's called high ranked players hitting at the same time, causing the base to crack faster. It's fair to say that EotS has the most 1k+ players in the game.

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Tue Apr 09, 2013 8:02 pm
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KJReed wrote:
can back tree up on this now. last base we just killed should have had a total of 566,465 damage to kill
we did 628,255
thats an extra 10%

This is what I was looking for! Thank you sir.

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Tue Apr 09, 2013 8:03 pm
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ARustyTinCan wrote:
XxDarthDexterxX wrote:
I wouldn't call it coordination and strategy, I'd call it imbalance in the game mechanics. It shouldn't be possible.

Lol it's called high ranked players hitting at the same time, causing the base to crack faster. It's fair to say that EotS has the most 1k+ players in the game.

id say so. theyve got 50 over 1k now

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Tue Apr 09, 2013 8:09 pm
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KJReed wrote:
ARustyTinCan wrote:
XxDarthDexterxX wrote:
I wouldn't call it coordination and strategy, I'd call it imbalance in the game mechanics. It shouldn't be possible.

Lol it's called high ranked players hitting at the same time, causing the base to crack faster. It's fair to say that EotS has the most 1k+ players in the game.

id say so. theyve got 50 over 1k now

50 exactly. :P Not bad.

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Tue Apr 09, 2013 8:12 pm
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KJReed wrote:
ARustyTinCan wrote:
XxDarthDexterxX wrote:
I wouldn't call it coordination and strategy, I'd call it imbalance in the game mechanics. It shouldn't be possible.

Lol it's called high ranked players hitting at the same time, causing the base to crack faster. It's fair to say that EotS has the most 1k+ players in the game.

id say so. theyve got 50 over 1k now

Anything below are either Slackers, Slow Rankers or soon to be Rank 1k ;)

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Tue Apr 09, 2013 8:13 pm
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Problem is, this is a lag issue. Repair nanos failing? Caused by the same thing.

>P1 gets the base's current health
>P2 gets the base's current health
>P1 returns the base's health, minus however much damage he dealt
>P2 returns the base's health minus however much damage he dealt, but using the old base health and so P1's damage is lost.

Enter free bonus health. Nanos? Same thing. They get your hull, your hull is restored, they return a hull figure using the data they got before the nano was used. Now, there's a way to fix this. Yes indeedy. It'll lock out everybody from attacking that target until that P1's script is complete, meaning you're effectively attacking one at a time. So much for dropping in two minutes. :mrgreen:

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Tue Apr 09, 2013 8:16 pm
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Focus on the issue guys :lol:

There are probably a few more base groups unknowingly experiencing this problem.
Hopefully in a week we have a few more speaking up so we can really get Dan's attention.

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Tue Apr 09, 2013 8:17 pm
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To start this is an issue, secondly. you should be able to kill a base as fast as you can deal the damage. Time dose not matter.

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Tue Apr 09, 2013 8:25 pm
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Tree7304 wrote:
Focus on the issue guys :lol:

There are probably a few more base groups unknowingly experiencing this problem.
Hopefully in a week we have a few more speaking up so we can really get Dan's attention.

This is the solution:

thunderbolta wrote:
Problem is, this is a lag issue. Repair nanos failing? Caused by the same thing.

>P1 gets the base's current health
>P2 gets the base's current health
>P1 returns the base's health, minus however much damage he dealt
>P2 returns the base's health minus however much damage he dealt, but using the old base health and so P1's damage is lost.

Enter free bonus health. Nanos? Same thing. They get your hull, your hull is restored, they return a hull figure using the data they got before the nano was used. Now, there's a way to fix this. Yes indeedy. It'll lock out everybody from attacking that target until that P1's script is complete, meaning you're effectively attacking one at a time. So much for dropping in two minutes. :mrgreen:


You sure you want longer base battles? :P

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Tue Apr 09, 2013 8:27 pm
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277,437 extra damage

Base needed 605,539 damage to kill hull, shield, and 4% shield regen
Our damage total was 882,976

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Wed Apr 10, 2013 2:40 am
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59,463 extra damage

Base needed 696,263 damage to kill hull, shield, and 4% shield regen
Our damage total was 755,726

This was during very quiet hours for most legions/players.

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Wed Apr 10, 2013 10:49 am
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80,464 extra damage

Base needed 246,025 damage to kill hull, shield
Our damage total was 326,489

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Wed Apr 10, 2013 9:01 pm
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Good gods. if we keep making banners for things to fix .. the clutter! what are we up to 15 things now?

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Wed Apr 10, 2013 9:19 pm
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