Assuming this is a bug, as from what i recall power armor shields were recently made to inherit the armor's resist values.
As topic states: vehicles equipped with shield equipment don't have resist values applied to their shields.
Reproduction: Take tank, drive through forest. Take less than 1 damage. Equip one shield mk1 and drive through forest again. Shield drained incredibly fast.
Don't know if it would make difference or not but i'll leave it here just to be thorough, was using the electric tank from the electric vehicles mod at the time
[0.14.4]Vehicle shields not inheriting vehicle resists
Re: [0.14.4]Vehicle shields not inheriting vehicle resists
Fix of this wouldn't be hard, but I have to think about the gameplay/balancing implications. Does it really make sense? I don't know
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Re: [0.14.4]Vehicle shields not inheriting vehicle resists
IMHO unless you give us some way of automating biter eradication, we should at least have some endgame means of steamrolling over them in a tank decked out with shields, laser and discharge defences with basically no risk.
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Re: [0.14.4]Vehicle shields not inheriting vehicle resists
Maybe shields should have their own set of resistances that apply while they're on.
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Re: [0.14.4]Vehicle shields not inheriting vehicle resists
That would be the logical solution imo, that way you can tweak it if necessary for balance reasons without affecting the non shielded thing.Adil wrote:Maybe shields should have their own set of resistances that apply while they're on.
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Re: [0.14.4]Vehicle shields not inheriting vehicle resists
+ to shields having their own resistances.
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Re: [0.14.4]Vehicle shields not inheriting vehicle resists
Well if anything vehicles should definitely get the impact resists applied. Messing around in a shielded tank and over 3000 shields and half the remaining health instantly disappear if i accidentally bump into a behemoth. Meanwhile running headfirst into the same biter on foot is just about 50 damage total when it bites you. And then you can just walk around it instead of being stuck on it.kovarex wrote:Fix of this wouldn't be hard, but I have to think about the gameplay/balancing implications. Does it really make sense? I don't know