Anti-Bio Beam seems buggy in 1.5.10

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project_mercy
Posts: 117
Joined: Sat Apr 19, 2014 12:31 am

Anti-Bio Beam seems buggy in 1.5.10

Post by project_mercy »

I've been doing some Slug A runs in AE on Hard, and I've been seen inconsistent applications of the Anti-Bio Beam. Multiple cases where I've had the shields destroyed, the ship doesn't have a medbay, and I've hit the beam right over the guy 3-4 times (usually they're the ones trying to fix the shields). At 60 damage a pop even a Rockman should be dead. I've seen this on Rockmen, Humans, Mantis and Engi. It's like certain positions in the room it can't hit. Since I'm on a slug ship, I have no sensors, so I can't see what's going on. But something is definitely wrong. If Hard gives a HP boost to the AI, I haven't seen it during manual boarding.

Edit:

OK, I bought some sensors to test this and saw it happen again. Here's an image of the aftermath:

http://cloud-4.steampowered.com/ugc/597 ... 780C47B1D/

There's a mantis in the cockpit. He took no damage from the Anti-Bio Beam. I Started the beam a pixel or so above his life bar, and angled it straight down. It's possible all the failures have to do with the first room in the beam path.

The exact same action resulted in his death the next weapon cycle.
qqqbbb
Posts: 5
Joined: Sat Apr 26, 2014 10:30 am

Re: Anti-Bio Beam seems buggy in 1.5.10

Post by qqqbbb »

Another annoying thing about slug ship: red silhouettes of enemy crew members are too hard to see if you play in a bright room.
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Matthew
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Joined: Thu Apr 19, 2012 9:31 am

Re: Anti-Bio Beam seems buggy in 1.5.10

Post by Matthew »

I'll look into it. Sorry about the problems.

Re Slug Vision issue: We're going to make them brighter in the next update.
Matthew Davis, Subset Games Developer - If you're looking for tech support, you'll get help faster emailing directly, contact info here
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