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As for damage not registering, a way to reproduce the issue and a bug report would help them fix it. It sounds more like you're encountering multiple bugs that make it harder than it normally would be, throwing off the balance.
And personally I don't think the drone bases on the starting planets should be as heavily defended as a drone base on high level planets, but they are for some reason. It's a bit much for new players to try to take on so early.
Then, too, it doesn't help when your best weapon has half the range of the ones on the bases (or less, actually). You can miss a bunch of incoming fire, but as you can't lock targets, sooner or later you're going to have to fly straight. Lining up to take your shot with 6 plasma's firing at you is a good way to get hit a few times, then add in the other bases. If you can get directly overhead, you're in a much better position to do damage, but the new arrangements make that harder to do. Flying away to let your shield recharge is another time you can seriously get hit, because even in half-rear vision, you can't track everything. I spread out the criticals in my builds, but once your shields are down, you will get hit fairly quickly if more than one base is shooting at you.
Mind you, a single base, or a base out of range of other bases is dead. Sure, it can hit you, but you'll take out a turret or two on one side before you have to run (there are some bases big enough to cover their own overheads), and once everything is down on one side, the base is dead. You could also do the overhead shoot. Interesting thing, though - I was shooting up a defense base that was just a little outside coverage, 6 plasma cannons, 4 lasers.... but strangely, the lasers never fired.
Between other nearby bases, obstacles such as trees and rocks, ground infantry firing rockets and lasers, drones overhead that seem to spawn faster now (minigun drones eat shields up fast), and throw in whatever existing bug may be affecting the situation...... oh and if your pc cant handle all that action (luckily mine can) it gets challenging pretty fast. But even so just one of the Defense buildings by itself with 6 or so plasma turrets on it can eat you for lunch if you bounce off a tree or rock you didnt see to the side while straffing. I use custom game settings myself. Medium difficulty but high drone presence and attack. Before the plasma turret change it could still get dicey if im not careful. Still had to back off occasionally to recharge shields but at least shields lasted long enough to actually make progress on a Drone Base attack. Now though its insane getting shields knocked out in 20 seconds or usually less time than that. Im using jrandalls Ballista HV. Perhaps not the best on the workshop but its always had excellent performance and ive learned how to use it always staying in motion, NEVER sit still with any HV. So yeah into the config file i went to fix the situation.
If they REALLY want to change something about the plasma turrets they could allow them to fire straight up but dial that damage back to what it was. I could easily accept that challenge because its kind of cheaty anyway just parking a unshielded sv over the top and shooting the plasma turrets with a couple gatlings in early game. I know alot of ppl use that to their advantage so.... sorry for suggesting that. :)
There's another issue, one which I didn't see mentioned by Scooby at all. Once your HV is "under" ground level, if underground turrets are turned off, your turrets can't fire either. If you are stopped long enough to harvest trees, even in the space of the bump and buzz, you're going to get hit multiple times. Ignore that bit of advice from the SP up there. If you have to get rid of trees, shoot them ahead of time. Much, much quicker, and you can do it on the fly.
Here's another thing that hasn't been mentioned: the shield recharge times have been nerfed, and the cost has increased. The recharge rate for AI base shields has been increased at the same time, as has the amount of damage they can sustain.
At harder settings, or on harder planets, where drones have more than one attack capability, they move from being a nuisance during a base clearing, to being a serious threat. Their attacks are much stronger, and even the weakest ones have a substantial amount of hp. Players have reported some of these units following the player all the way back to their base (although I think those are the random patrol ones). The new AI structures have sometimes half a dozen sitting on the ground, waiting and, unlike the little base sentry guns, and maybe the lasers, you can't ignore them, because their attacks add up. In fact, the planet-side drones are much more of a threat than the space drones, which are no threat at all (plasma bombers aside).
Of course, none of this addresses the OP, which had to do with the plasma damage to shields.
The only things that difficulty settings affect are the number of drones, and the damage and health of entities (drones and other NPCs).
Playfield level only affects the damage and health of enemies.
There is no changes to AI or the capabilities of NPCs with higher difficulties. And none of the settings change POI turrets at all. A plasma turret on a level 1 POI on easy settings will be the exact same as a plasma turret on a level 10 POI on hard.
My personal opinion is that the number of potential values has increased, and that they are affected by modifiers which are also variable.
NPCs also have different levels. You can see it on their name plates.
I have never once encountered a turret that did different amounts of damage.
I never encountered NPCs of the same type and level that did different amounts of damage either.
From everything I have seen both from my own observations and the observations of those who do config work on the AI, the AI's behavior is hard coded based on the various .ecf config files. There might be behavior randomization going on behind the scenes but this is the first time I've heard of it being tied to difficulty.
You can, of course, easily test this by spawning enemies of a specific level using the debug menu and comparing their behavior and damage. It will always be consistent based on NPC level and enemy difficulty setting.
BTW, remember that weapon damage, range, etc. is also determined by playfield settings. How? Different damage and range in space, for example. Another would be the dependency on atmospheric density. In other words, some of the alterations are already being done.
Consider this, too, because I might be right in a different way. If I change the detection range, response time, firing rate, and rotation time, I have actually changed the damage done, right? And if I do it that way, I don't have to change the base damage... except for all the other dependencies.
When it comes to shielded POIs, where exactly do we find the fun?