Deep Rock Galactic
BlueSpark Jun 17, 2024 @ 4:04am
Did the Armor-Break Upgrades on AoE Weapons Ever Get Fixed?
It's been a long time since I read up on the in-depth mechanics of the game, but I one gripe I had was that AoE weapons with damage fall-off apparently weren't calculating armor-break values correctly, making the corresponding upgrades nearly worthless.

Can anyone tell me whether this has been fixed at some point? I don't remember ever reading about it in the patch notes, but then again, I haven't been following the game very closely in over a year, so I might've missed something.
Last edited by BlueSpark; Jun 17, 2024 @ 6:41am
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Showing 1-8 of 8 comments
Chibbity Jun 17, 2024 @ 4:08am 
I know they fixed a bunch of stuff about AB somewhat recently but I don't remember if that was specifically part of it.
Iluszachane Jun 17, 2024 @ 4:10am 
Check out either the S4 changelog, or the November Maintenance Patch from 2023. I'm pretty sure it's the maintenance patch.
King Fossil Jun 17, 2024 @ 4:13am 
The devs have stated that armour breaking having giant falloff is a deliberate feature. That may be true or may just be them making excuses since they can't figure out how to fix it, but either way, the giant falloff is staying.
Radial armour break also has an issue where there's a cap on the number of armour plates any one hit can break (I can't actually remember the number, but it's pretty low). So even if you had a grenade launcher with 100000% armour breaking it still wouldn't be all that good at stripping enemies. Though maybe you wanted to use autocannon or missile launcher, in which case yeah, the huge falloff will still get you. Too bad.
Last edited by King Fossil; Jun 17, 2024 @ 4:18am
Twwizard05 Jun 17, 2024 @ 4:17am 
I think they made some changes regarding armour in the February maintenance update (steamdb.info/patchnotes/13496409/) and that basically just tweaked it such that explosive damage could hurt enemies/break armour at the same time.
From my usage of those AoE weapons with the upgrades, I'm sure they're working but I can't really say whether they are "optimal".
King Fossil Jun 17, 2024 @ 4:26am 
Originally posted by Twwizard05:
I think they made some changes regarding armour in the February maintenance update (steamdb.info/patchnotes/13496409/) and that basically just tweaked it such that explosive damage could hurt enemies/break armour at the same time.
That was a different issue that caused projectiles that broke armour to not do their full damage on that hit like they were meant to. Very frustrating on hyper prop when you hit heavy armour and did 0 health damage instead of 445 like you were meant to. It also hurt plasma rifle and missile launcher, except they only wasted a little damage instead of hundreds so it was no big deal.
But yeah, that's fixed now. It's all good.
BlueSpark Jun 17, 2024 @ 6:48am 
Appreciate the replies, guys. Looks like the core issue hasn't been fixed. So I'll keep fire damage on my grenade launcher instead of armor break.
Nosteru Jun 17, 2024 @ 8:55am 
Originally posted by King Fossil:
That was a different issue that caused projectiles that broke armour to not do their full damage on that hit like they were meant to. Very frustrating on hyper prop when you hit heavy armour and did 0 health damage instead of 445 like you were meant to. It also hurt plasma rifle and missile launcher, except they only wasted a little damage instead of hundreds so it was no big deal.
But yeah, that's fixed now. It's all good.
Yeah, Hyper had this issue. It was strange, in one patch it fixed on next it broken, then fixed. I dont know how it is now as I havent played DRG on S5 yet. It was in fixed state before S5 that sure.
Last edited by Nosteru; Jun 17, 2024 @ 8:56am
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Date Posted: Jun 17, 2024 @ 4:04am
Posts: 8