typewriter
Destrier
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Posts: 61
Karma: 42
Pilot name: Typewriter
Platform: Android
Clan: [Шικ²] ШικΣd
League: Silver
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Post by typewriter on Jun 13, 2017 11:55:36 GMT -5
Does anyone feel that the lag time between the Ancile is depleted and when it is actually turned off (so that the bot would take non-energy damage) is totally taken away?
A few updates ago you used to have a ~1 second lag time after your shield is depleted, during which you can take unlimited amount of non-energy damage and it wouldn't hurt.
Feels like it's gone now. And I don't think it's shown on any update notes?
If that's true, IMO it's a much bigger nerf to the Ancile than all the recent missile and gun buffs.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Jun 13, 2017 11:58:53 GMT -5
I gotta say, that if that was happening, it sounds like it was more of a bug fix than a nerf... *Shrugs*
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Post by drake1588 on Jun 13, 2017 12:37:06 GMT -5
I think what you are talking about is the Aphid phenomenon. I noticed it often when piloting an Aphid gepard against low HP anciles. If I launched all three at once against an ancile with a sliver of health, it would drop the ancile and do zero damage. If I launched them independently, just a fraction of a second apart, the second and third would deal full damage and the first would get fully absorbed by the ancile.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Jun 13, 2017 12:42:54 GMT -5
I think what you are talking about is the Aphid phenomenon. I noticed it often when piloting an Aphid gepard against low HP anciles. If I launched all three at once against an ancile with a sliver of health, it would drop the ancile and do zero damage. If I launched them independently, just a fraction of a second apart, the second and third would deal full damage and the first would get fully absorbed by the ancile. I don't think that is what he meant... I think he is talking about a delay that occurred that even if spaced out and fired sequentially, that first one that is supposed to hit a nonshielded target, was still hitting the shield... IF I read it correctly.
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typewriter
Destrier
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Posts: 61
Karma: 42
Pilot name: Typewriter
Platform: Android
Clan: [Шικ²] ШικΣd
League: Silver
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Post by typewriter on Jun 13, 2017 13:02:16 GMT -5
I think what you are talking about is the Aphid phenomenon. I noticed it often when piloting an Aphid gepard against low HP anciles. If I launched all three at once against an ancile with a sliver of health, it would drop the ancile and do zero damage. If I launched them independently, just a fraction of a second apart, the second and third would deal full damage and the first would get fully absorbed by the ancile. I don't think that is what he meant... I think he is talking about a delay that occurred that even if spaced out and fired sequentially, that first one that is supposed to hit a nonshielded target, was still hitting the shield... IF I read it correctly. Yup. I meant what Tricky said. True, it's more like a bug fix as it makes it more realistic. But that is not the main point. One super important strength of the Ancile used to be providing total immunity to non-energy for some period of time, which is at least a couple seconds even if you get concentrated fire. That precious one second could well block half the shield's HP worth of damage, if I were to guess. If that's gone, it'd be a serious nerf. Before this update the Ancile might have been a bit too strong on the Lancelot (and nothing else really IMO), and not without counter. With that delay gone it'd just be like long ago before the regen rate buff, and just too weak to be viable. I am not saying whether we should or should not make the Ancile, or the Ancilot viable. I just hate it when Pix intentionally rocks the balance to make money, and when they do sneaky buffs and nerfs without announcing them.
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Post by SunTsu on Jun 13, 2017 13:16:36 GMT -5
Sounds possible. I think there is also a "Suction Cup of Doom" effect on Orkan/Pin combos. Ever notice that if you get unloaded on there seems to be a delay in the jump ability? (or it could just be lag...)
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Post by Ⅎ₹ѺC₭₩ELDEℲ₹ on Jun 13, 2017 13:33:40 GMT -5
I see people flashing their sliver of a Ancile shield to block an entire barrage at the last second...Seems a bit off that 1200 hp left in the Ancile can stop say 50,000 damage if it strikes all at once...To me that's a bug. If that's what the OP meant.
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Post by critter667 on Jun 13, 2017 14:01:20 GMT -5
I think you guys may be missing some points related to this.
Pix has stated that the Ancil will absorb a full attack even if the attack would make the shield go to negative HP. In other words, if my shot would cause 100,000 damage and I struck a shield with 1 hp, I would destroy the shield but no damage is carried over. It is just how the game is coded. In other words, there is no bleed through of damage.
The problem becomes, what defines a shot. In earlier days, there was an odd occurance if you killed say a Pinata Patton mid-barrage. Usually you would take no damage. This was because of how the game was coded and the barrage was treated as one shot not several individual missiles. The bot died before the shot was finished so no damage was actually delivered. Recently, this seems to have changed as missile launchers stop firing a full barrage when you pressed the button.
So... Originally your Ancil would stop a full Pinata barrage became it was treated as one shot and the fact that an Ancil will negate a full shot even if the shot should bleed through. Now the missiles are coded differently. Each missile seems to be an individual shot. So if say missile 3 reduces the shield to 0 HP, missiles 4-12 ht the bot behind the shield.
This also explains why you don't see a direct note about this change in the patch. The bug itself wasn't fixed (PIX did not add bleed through damage) rather the mechanic that made the bug possible the majority of time was changed. That mechanic was documented, just not as a bug fix or an Ancil nerf.
Hope that makes sense.
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Post by Deleted on Jun 13, 2017 14:15:00 GMT -5
They seem really strong when I am shooting at them, but really weak when I am wearing them.
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