It'd be nice to confirm this: During testing I noticed that a vehicle taking bio damage would not take bio damage from subsequent hits until the previous bio damage ran out. A bio missile's bio effect lasts for 60 seconds. Any subsequent bio missile that hits for those 60 seconds would do the normal impact damage, but would not add anything to the bio damage, or replace it with its own. If true, I think that's a rather harsh blow to bio weapons. (I understand that the Bio MG used to be rather powerful... But I don't think this had anything to do with it.) Of course, bio damage also doesn't work against buildings.
Rebalance Ahoy! Well...not sure about that, but yeah, it is a lot less effective than it used to be. I'm not sure if some of these questions are unneeded because they're already being looked at for 2.2 :confused:
I reported it as a bug a while ago: http://www.empiresmod.com/bug_tracker/view.php?id=1177 I got a reply from Dizzyone saying: It is a feature and the weapons are balanced keeping this in mind. So even it 100% obviously seems to be a bug, it is just a feature which uses bug camouflage.
I thought he meant that if you hit the tank with another bio attack while the old one is still in effect, it doesn't reset the timer, so the bio damage doesn't get renewed.
Maybe bio should make less damage so stacking effects would be alright again... Or there should be some indication which target has contracted the virus already, maybe a green dot over the target that disappears once the effect stops?
That's a feature? I can understand not having it stack, so you don't get massive degen, but not why it shouldn't wear off starting from the last time you got hit.
you might also be interested to know that bio weapons do next to no damage to regen armour, it's a bug.
Really? -.- thats really §rhsüghüsdgh cause you build a whole strategy arround that and the fact that the weapon description pretends that you kill regen with that. I always thought that the weapon that kills regen is in the same tree as the armor is a bit stupid...
Y'know I've never seen bio missles being researched ever. Maybe I'll do it next time I'm nf on isle or something.
Bio MLs are way too heavy to be useful. Also, the not-doing-damage-to-regen-armor-bug nerfs it even further.
I think we need some kind of visual feedback if you are infected by the bio-missle/mg or not. The average Player doesn't know how long this effect stays and even I as a regular player did not know about the timer not being reset. I think we need an effect you can see on the model of the tank and one which affects the view of infantry when they are infected (like the screen getting a bit blurry and green). Maybe one effect for infantry models too... but that's not that important. Is something like that already planed?
Yeah I'd like to see tech time/weight cut down on missile. Make it viable to get regen/biod/medium/bio ml then onto a canon or something.
Or there could just be the image of a small bug on it Or a biohazard sign. It would be awesome if tanks that are infected with bio would emit a slight green smoke.