...Sigh...bug is still in place, slave percentage over 10% just sends damage into the void.
All hail the voidbug is still in place, slave percentage over 10% just sends damage into the void.
It is a "bug," sort of. However, it isn't that the larger radii don't work due to faulty code, it's just that Schema hasn't figured out a way to implement radial damage calculations for Explosive effect in a way that won't lag the game to hell, so it remains essentially an unimplemented feature.Could someone tell me if AMCs with explosive effect is still limited to the 10% "cap"? Initially, I'd heard it was a bug, but not sure if it were ever addressed or.....
THanks!
Dv
recently schema optimized it a bit more, there was actually a lot of people were talking about how optimizations like that were changing the meta.technically punch will always destroy more blocks with a cannon as far as i know.
But obviously can over-penetrate like crazy (and also waste damage when in too few groups i think), and there comes a point when adding more groups to a computer is just bad. So very large cannons can really benefit from it. Worth mentioning to beware though because c-c-e gets real good at hogging up CPU around the same time its get really useful.
I'd say that combo is still probably the most problematic though :precently schema optimized it a bit more, there was actually a lot of people were talking about how optimizations like that were changing the meta.
yup!I'd say that combo is still probably the most problematic though :p
and yeah I agree there, cannon-cannon machineguns especially seem to overheat shit scary fast right now, once they hit a good damage per shot anyway.
According to my questionable math... maybe switch over at around 2500 modules for one outputGood to know! So rough ballpark how many blocks or how much damage should you be at before you transition to explosive? 1000 blocks? 2000 blocks? More?