Restoration fields behaviour

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Restoration fields behaviour

Postby pip » 07 Jan 2012, 13:10

I noticed that when you have units near your ACU with restoration field (tested only with level 2), units don't get its benefit as soon as they get a veterancy level, which will replace the restoration field regen rate. Only if the units leave the Restoration field effect zone and come back can they get the proper regen rate again.

This behaviour prevents any offensive use of the upgrade on the battlefield. If you choose to help your Ilshavoh to remain alive with the upgrade, it'll be a pain in the ass to actually take advantage of the upgrade, with lots of babystting. If your Ilshavohs kill stuff, they lose the benefit of the upgrade, unless you make your ACU retreat, then walk near the Ilshavoh and check if each one gets the proper high regen rate. And since the AOE is so tiny and unclear, well it's like completely uneffective in the heat of battle.

This behaviour makes the upgrade utter garbage, not only because of the cost of the upgrade for such a tiny AOE but also as far as gameplay goes. Can it be fixed so that veterancy regen stack with resto field? I thought it was fixed but apparently it's not.
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Re: Restoration fields behaviour

Postby FunkOff » 07 Jan 2012, 22:33

There are a lot of problems with the restoration field. I can fix them but, as I said in FAF chat, not without the approval of the balance chief.
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Re: Restoration fields behaviour

Postby pip » 07 Jan 2012, 22:36

This is not a balance issue, this is a buggy behaviour. I agree the resto field also requires balance changes, like wider range, or lower cost, or whatever, but it needs to be fixed properly before being modified balance wise. So this does not concern balance.
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Re: Restoration fields behaviour

Postby Ze_PilOt » 08 Jan 2012, 12:57

This is indeed a bug that need to be fixed.
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Re: Restoration fields behaviour

Postby FunkOff » 08 Jan 2012, 17:40

Ze_PilOt wrote:This is indeed a bug that need to be fixed.


Allow me to elaborate on the problem then. In 3610, the mechanism for the regen field is the "buff field" that the guys who wrote CBFP constructed. The way this buff field works is considerably different than the original code by GPG. The reason that the code by GPG was originally ditched was because, essentially, it created the bug where a unit leaving the buff field would retain it's buffed maximum hp... that is, the advanced field gives a 10% buff, so a seraphim T2 bot leaving the field would have 2750/2500 hp. However, this bonus is immediately reduced upon ANY damage... so if an Aeon scout shoots a buffed T2 bot with 2750/2500 hp, the bot will take 250 damage and then only have 2500/2500 health left. And I don't really know how to fix that, aside from using CBFP's code.

So yeah, it's all a measure of which bug you want.
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Re: Restoration fields behaviour

Postby Reddev32 » 08 Jan 2012, 17:47

higher health than no regen at all :(
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Re: Restoration fields behaviour

Postby pip » 09 Jan 2012, 22:13

By the way, where is Brute51? I saw his name in the nomad forums. He used to code the changes we collected for Community balance patch and he surely knows a lot about all these things.
As for this bug, it applies also to the restoration field 1.
Question : since the HP enhancement only concerns resto field 2, why does the bug also concerns resto field 1? Are you sure GPG code hadn't this bug also in its code?
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Re: Restoration fields behaviour

Postby pip » 17 Feb 2012, 09:34

Since the bug was not fixed in 3611, I bump the report.
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Re: Restoration fields behaviour

Postby pip » 18 Feb 2012, 10:05

There is no such bug in Diamond mod, so ...
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Re: Restoration fields behaviour

Postby Vault54 » 19 Feb 2012, 20:47

Diamond Mod does not have its own lua code. Some things are copied from 3603 patch so if it works on Diamond it works on 3603 patch too.
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