Description: Several augments do not work as intended. Such as doing less damage when needed to do more or vice versa. While other augments cant be attached specific weapons (scope spotter with the Kotenok and the PVG 5c). The support augment perks dont use your skill perks if you happen to have designated target or veteran guerilla. It will in fact in some instances do less damage per shot. Additionally scorch and in some cases acidic’s negatives effect will persist even with a different weapon if said augmented weapons on in the item wheel. This has led to in the extreme example armor being unable to be broken by any weapon, however it still does overall damage to the machine as a whole.
Steps To Reproduce: For some of the latest damage testing i used .243 5c with SP on skirmish on a proto tank’s fuel cell. Really could use anything and get similar results. For the spotter augments all you need to have is the skills and apply the effect via the specific augment and you will see it do the same or less damage.
It’d be great to have a way of having a breakdown of the damage and XP values for debugging. I’ve maxed the Enemy Marking and Veteran Guerilla skills, and attached the Spotter Module to my companion, but there doesn’t seem to be any synergy between them. I’m contemplating investing in the Skilled Spotter and Quick Learner weapon augmentations, but I don’t have much confidence with them synergising with my skills either.
It’d be great if a console window or something could be accessed which shows the breakdown of each damage instance and XP gain, so that we can better understand what’s going on. Perhaps it could show the final value, whereupon clicking the value it’s broken down into its calculation:
DMG: base weapon DMG + augmentation modifier + ammo modifier + range DMG reduction (if any) + machine material modifier + etc.
XP: base XP + skill modifier + companion modifier + augmentation modifier + etc.
When mousing over each of these values the console could show a tooltip description of the modifier (i.e. 5.56mm AP ammo, Structure Destructor aug, etc.) to provide further clarity.
At this point I’m unsure whether I should just mark machines again with my binoculars or if that even overrides the original marking at all.
Damage is done with caliber as a base, weapon providing a small multiplier, ammo type providing damage multiple adjustment depending if armor/frame or the component. Augment modifiers and damage range drop off are its own thing that are applied after all that is said in done from what i can decern.
Not to mention while i havent tested this thoroughly but you can not seem to have multiple markings on a single target so only one marking effect would take effect.
Just to reiterate: my examples of DMG and XP aren’t to be taken literally - they are just there to illustrate how a breakdown of the total DMG/XP could be displayed in order to show which modifiers are being calculated.
This would be immensely helpful for us to see and understand the interplay between skills, weapons, ammo, augs, etc. These calculations are already being done behind the scenes, so why not allow us to see them if we so wish via a debugger or something similar. It won’t break the game in any way and it will help outsource some of the game testing to the players who care most.
To use unit marking as an example: it would be good to know whether skills, augs and companion modules synergise. If they don’t, can the initial unit marking (triggered by an aug or companion - with potentially lower benefits compared to fully levelled skills) be overridden by the player’s own unit marking (via binoculars), or do we have to wait until it expires before marking the unit ourselves? Knowing these details helps players build their characters effectively, especially for those looking to work as a team and diversify their builds to compliment one another. Without a feedback system, these and countless other questions are very difficult to find conclusive answers to.