Anti-Bio Beam seems buggy in 1.5.10
Posted: Fri Apr 25, 2014 5:22 pm
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.
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.