Author Topic: Another question on Storage mod overflow  (Read 347 times)

Offline JohnnyDmonic

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Another question on Storage mod overflow
« on: October 12, 2007, 08:47:36 PM »
Ummm....does that not apply to missile ammo explosions?

during testing, with Gunnery 7, Spot Weakness 6, Reflex 12, Craft 13 firing a laser cannon on a stock Corsair, I just hit a mech for:

is critically hit for 1656 damage. Triple-Pack Missile Pod Clip is destroyed! Body destroyed!  Mecha is Destroyed! Amad ejected!

The missile racks are in storage pods, and the main body has 225 internal armor, 425 DP after it's initial Damage 75 trigger, and another 125 equiped armor.

Which I suppose is superfluous information.  Suffice to say with a one shot weapon to destroy two things requires overflow.  And I suppose it makes sense that ammo explosion overflow is different from regular damage, but...to be honest safe-storage of missile packs is about all I was using storage pods for.  Might have to switch to using Mounts for all my missile needs.

ETA:
I just remembered I had Sniper as well.  Still, theres a big difference between 5 extra damage and 1500 extra damage.

Offline Joseph Hewitt

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Another question on Storage mod overflow
« Reply #1 on: October 13, 2007, 05:30:35 AM »
That was a bug. It has been fixed for both GH1 and GH2.

Offline JohnnyDmonic

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Another question on Storage mod overflow
« Reply #2 on: October 13, 2007, 12:07:52 PM »
Aha.  Good to know.  Storage pods can once again be stuffed chock full of missiley goodness.