If you set no ammo, the room reloads at normal speed. Setting the ammo to defense droid reduces the finished reload percent of a room when it gets changed over, but only if the room reload is not full. If the room reload is full, it will instantly launch the droid without the reload penalty. I imagine this works on other rooms and could potentially even be exploited with bulwarks. I have not tested this theory on other room types, as I don’t use Bulwarks myself. The clip shows the VM instantly launching the defense droid once it is set as an ammo selection.
#It appears possible to ignore the longer reload duration of defense droids
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I remember a craft reload bug similar to this
I’m not even sure how this would be fixed, because if you swapped it at full reload, the room wouldn’t be “full reload” status any more for condition purposes, and would cause flickering in the case of this ai given
Could be possible to fix if the room tracks the most recently loaded ammo type, and keeps that value for max internal reload needed to fill the bar. You’d have overfill for faster ammos, but that would be better than exploiting slower ammos.
Here's "normal" behavior when swapping between slower and faster reload items
this is definitely fixed for crafts and it actually causes the craft to launch significantly later than if you use it normally
That's wild that it flickers like that
you're showing an example of a service droid launching, which has 0 reload variation, so that behavior is as expected
having it retain the most recent multiplier would prevent behavior like that
No, there's two rooms there
One is launching a service, the other a defense
the VM launched a defense droid instantly without reducing the bar
Good to know it is fixed for craft though
ah, I only looked at the Android Studio
no worries
or it might be frame dependent
so hangar has this quirk where if the reload ends on an odd frame, the crafts launch instantly on the same frame, but if the reload ends on an even frame, the craft will only launch on the next frame
which might be an explanation for why this is fixed for hangar, but not for androids
android rooms flicker the exact same way as in my video, when both slots are already full
give me a minute, I'm trying to find a way to check the even / odd frame theory
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in all my tests, hangar reload ended on an even frame
while Android reload ended on an odd frame
nope, its android room bug. its fixed for hangar at both even and odd frames
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It appears possible to ignore the longer reload duration of defense droids
@glossy trout if u can replicate this in the next staging build i post that would be great so i can investigate. Thanks