#It appears possible to ignore the longer reload duration of defense droids

32 messages · Page 1 of 1 (latest)

low trellis
#

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.

trail plover
low trellis
#

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

low trellis
#

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.

low trellis
glossy trout
#

this is definitely fixed for crafts and it actually causes the craft to launch significantly later than if you use it normally

low trellis
#

That's wild that it flickers like that

glossy trout
low trellis
#

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

glossy trout
#

ah, I only looked at the Android Studio

low trellis
#

no worries

glossy trout
#

oh, this bug only happens with specific ai

#

i think

low trellis
#

that's interesting

#

what's your findings?

glossy trout
#

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

low trellis
#

ohh

#

I have it hold fire if a droid is out

#

so maybe that's it?

glossy trout
#

give me a minute, I'm trying to find a way to check the even / odd frame theory

low trellis
#

🫡

glossy trout
#

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

low trellis
#

🫡

low trellis
#

It appears possible to ignore the longer reload duration of defense droids

limber ravine
#

@glossy trout if u can replicate this in the next staging build i post that would be great so i can investigate. Thanks