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Thread: Some Testing

  1. Registered TeamPlayer Merritt's Avatar
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    Gamertag: Slick54978 PSN ID: dslayer30 Steam ID: Merritt8 Merritt's Originid: Merritt8
    #1

    Some Testing

    So I figured since everything has changed with the building mechanic, would start a thread for the destructibility of building items. So here goes:

    I only had about 30 minutes to play around with this today so the data is incomplete.

    Item-Wooden Stud Wall upgraded 1 time to Corrugated Wall

    Test 1 - Chainsaw : After 3 cans of chainsaw gas in 1 chainsaw attacking 1 point on the wall there was no apparent damage. However, I placed 3 satchel charges against the wall and exploded them one at a time. On the 3rd satchel charge explosion the wall came down.

    Test 2 - The wall was the same except for the fact that part of it was inside the ground. I expended over 20 satchel charges on this wall. There eventually was visual damage but the wall never came down. I actually lost count on the satchel charges and started placing 3 at a time on the wall to try to speed it up but I ran out of time.




    More tests to come.



  2. Registered TeamPlayer B-@-n-@-n-@'s Avatar
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    #2

    Re: Some Testing

    Sounds consistent with some of the experiences I have had with bases. I think the wall into the ground thing needs to be addressed with some form of rule if merritt's test continue to show this result. Its a glitch and should be treated as such.
    http://www.teamplayergaming.com/image.php?type=sigpic&userid=6023&dateline=1274636  930

  3. Registered TeamPlayer Merritt's Avatar
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    #3

    Re: Some Testing

    Quote Originally Posted by B-@-n-@-n-@ View Post
    Sounds consistent with some of the experiences I have had with bases. I think the wall into the ground thing needs to be addressed with some form of rule if merritt's test continue to show this result. Its a glitch and should be treated as such.
    That's why the testing is being done. Hopefully I can continue this tomorrow and keep everyone updated.



  4. Registered TeamPlayer B-@-n-@-n-@'s Avatar
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    #4

    Re: Some Testing

    If you need any help let me know!
    http://www.teamplayergaming.com/image.php?type=sigpic&userid=6023&dateline=1274636  930

  5. Registered TeamPlayer moving-target's Avatar
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    #5

    Re: Some Testing

    good work merrit

  6. Registered TeamPlayer Merritt's Avatar
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    #6

    Re: Some Testing

    Quote Originally Posted by B-@-n-@-n-@ View Post
    If you need any help let me know!
    Will do



  7. Registered TeamPlayer dreaddman's Avatar
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    #7

    Re: Some Testing

    Quote Originally Posted by B-@-n-@-n-@ View Post
    Sounds consistent with some of the experiences I have had with bases. I think the wall into the ground thing needs to be addressed with some form of rule if merritt's test continue to show this result. Its a glitch and should be treated as such.
    Haven't done much building since the startup of our server, but this might be tough to enforce on slightly sloping ground. What if the uphill corner is just a bit in the ground; does it get this blast proof immunity? Placement due to terrain limitations is not always an intended glitch. What to do with existing structures that are such?
    Sent from an undisclosed location.

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    Re: Some Testing

    To counteract this all bases must be on foundations 1ft above the ground or so, Nearly every base i have seen has been inside the floor because now when you place a piece it automatically spawns a few inches underground. I noticed this myself as i have been building when you place a wall ontop of a floor or ceiling for the first time you no longer see the bottom it is stuck inside the floor. BUT you can counter-act this by by lifting the object again and replacing it and it will take full effect of the Physx and raise above where it should be. I will go into the server soon and provide proof with what i mean as i noticed this for a while but never thought this could be the problem.

  9. Registered TeamPlayer tinTin's Avatar
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    #9

    Re: Some Testing

    you might 3 satchels and 7 charges might actually blow up a wall soon?!?!!

  10. Registered TeamPlayer KromMonkey's Avatar
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    #10

    Re: Some Testing

    Interesting post here about building damage. Some of us knew this others may not. Decay kicks in at the half way point which is 3.5 days here.

    0.3.1 RC2 Question - General Discussion. - Epoch Mod Community

    Another recent post about how others experience the "I need 15 satchels to blow a wall". Its the Epoch code. I am looking to see how/if damage percentages can be manipulated on building parts but that is a slippery slope. The top post is good to know/ remember though.
    Base / Jammer Damage - Indestructible ? - General Discussion. - Epoch Mod Community

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