TerraTech 1.4.14 update is now available on Steam

Matt

PAYLOAD STUDIOS
Jul 23, 2018
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Hey Prospectors,

Matt here with a new update for you!

Hawkeye have got two new weapons. Sgt Smash has gone a bit over-the-top with these. They're big, expensive and pack a punch!

There's also a new Venture Skin. Chosen by the TerraTech Community, Dusk Wave was created by Exund, a prominent member of the TerraTech Community.


New blocks:
  • Hawkeye Cyclops Laser
  • Hawkeye Quad Rail Gun

New Skin:

  • Venture Dusk Wave

Localisation update:

Translations have been updated for various languages including updated translations for our Czech and Thai friends.

Many thanks to the TT Translator team, in particular recent translations from:
  • Bebiezaza
  • ZombieSpider
 
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Ry5

Well-Known Member
Nov 10, 2019
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I did some testing with these weapons, and I find them to be fairly lackluster.
Referencing the chart on here https://terratech.fandom.com/wiki/Category:Weapons#Damage_Type

Plasma (railgiuns) are 25% effective vs shields, lasers are 50% effective against shields.
Maybe my gameplay experience is different than others, but when you're out in the game the vast majority of enemy techs that spawn in are basic trash, but on occasion you get some big shielded up armored techs with big weapons. Those are the only enemies I ever seem to have to worry about.
I have just spent a couple of hours in creative testing what I think to be my strongest tech
against the same tech outfitted with these new weapons, and I am getting crushed.

I think if you were going for some new overpowered endgame weapons that these seem to be, it would be IMO a quad weapon with mix of 2 auto cannon type (bullet) weapons, and 2 railgun (Plasma) type weapon. Then you'd have the strongest ranged type damage vs shields, and strongest ranged type weapon vs armor (Plasma being tied with lasers vs armor).

Right now, from the video showcase above we have a quad weapon that seems to do 2.4k DPS vs standard blocks (assuming the DPS measuring block is standard) which effectively 600 dps vs shields. That doesn't ring as "overpowered" to me in the least.
It is possible many other players are having different experiences than I do, and very armored techs with powerful weapons are the main concern for them, and if that is the case. Then the Quad railgun then is extremely powerful doing 3.6k DPS vs those techs. That just doesn't match up with my gameplay though.

The cyclops lasers are a little better being only half as effective vs shields, and the same 150% effective vs armor, but in my testing it still comes up being a substantial loss vs outfitting the tech with auto cannons.

It's possible I am missing something here with these new weapons, but just wanted to add my feedback and experience with using them.
 

Darvin

TerraTech Arms Dealer
Jun 13, 2020
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Plasma (railgiuns) are 25% effective vs shields, lasers are 50% effective against shields.
Yes, but actually, no. The vanilla game considers shields to be standard damagable type, but considers the SHIELD PROJECTORS to be shield type, you can check these yourself by stacking up shield projectors without any power, those blocks are treated by the game as shield damagable type

To fix this you need to use random additions mod by legionite, it turns the actual shields to the correct damagable type
 
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Ry5

Well-Known Member
Nov 10, 2019
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Can you recommend a video or somewhere showing that the shield field is standard type instead of shield? I have always got the impression, and in my own (limited) testing that the auto cannon would bring down shields much faster than lasers. It was a couple of years ago on this forum someone referenced the damage types and etc from the chart I linked above.
Additionally if you have point me in the direction of a wiki or something similar for this game that is up to date that would be awesome.
 

Darvin

TerraTech Arms Dealer
Jun 13, 2020
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The chart is correct, it's the shield and shield projectors that have incorrect damagable type
Can you recommend a video or somewhere showing that the shield field is standard type instead of shield?
I found out during mod testing, my armor-piercing bullets, which are set to be plasma type, should be repelled easily by shields, but in practice they make no difference.

At first I thought my mod was the problem, but someone on discord pointed out that the vanilla shield itself might be the wrong type

So i tested that theory, and my conclusion was the shield projectors are indeed shield type, while the projected shield are actually standard type

Then comes legionite who was monitoring the whole thing, he made a fix the very next day

You can test this yourself as i pointed out earlier
 

Ry5

Well-Known Member
Nov 10, 2019
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I wonder if this is a bug that has come up. Hopefully @Matt would be able to pass this on.
What would be the test? Place a shield projector see how many shots it takes to be destroyed, it will assumedly follow the chart's info and take 2x dmg from bullets, and 1/4th the damage from plasma. Once you establish that baseline with whatever weapons you choose then try it against a powered shield and the damage to the field won't follow suit, and will instead act as a standard block taking damage instead of a shield in which case the different damage types will do regular dmg against the field?

Most of my testing is in creative trying various techs against other techs, or same techs but heavily built around utilizing specific weapons like Auto Cannons, Sonic Blasters, these two new weapons, etc
 

Darvin

TerraTech Arms Dealer
Jun 13, 2020
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427
475
[REDACTED]
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What would be the test? Place a shield projector see how many shots it takes to be destroyed, it will assumedly follow the chart's info and take 2x dmg from bullets, and 1/4th the damage from plasma. Once you establish that baseline with whatever weapons you choose then try it against a powered shield and the damage to the field won't follow suit, and will instead act as a standard block taking damage instead of a shield in which case the different damage types will do regular dmg against the field?
Yep

HOWEVER, I will not be surprised if the vanilla weapons also have incorrect damage type, you can use my mod NOVA Arsenal, it has various damage types you can test with, I listed everything on the modpage

Also, get random additions, there is an option ''correct shield type'' in mod menu, see what changes when you turn it on and off
 

Ry5

Well-Known Member
Nov 10, 2019
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That's cool, so far I have not tried any mods for this game. I believe there is a mod that adds a difficultly slider or something like that so you don't keep running into the tiny trash enemy techs all the time. If I were to start trying mods that's where I'd start.

As to my original feedback, if it is not the damage type and shields that gave the meh impression on the new quad Rail Gun, then I have to assume it is the slow fire rate. I have seen a lot of videos where they show the DPS against the block in the R&D area, but I find that misleading. For me, who isn't setting up one shot techs, and currently not using AOE damaging weapons, its the sustained damage that seems to have more value. It would be cool to have a DPS block, but would give damage dealt over the course time, like 5 sec, 10 sec, etc.
 

burger1113

Well-Known Member
Jan 3, 2015
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I had a play around with the new weapons. It seems the lazer has a hard time tracking targets when the tech is turning because it stops moving once the player keeps turning more than a second or so. It could be something that affect other weapons too. It might really be time to do a little upgrade on the targeting system in general and make things track AND lead the targets according to the movement. It doesn't even have to be all that accurate either. If it tries to lead the target(meaning firing ahead of where the target is actually at), it will be a great help regardless of how some weapons with low or high projectile velocity would still miss the targets.

Also, I understand that buffing the turning speed of the weapons in this game will dramatically affect the weapon meta, but it is a much needed change that should offset the OP state of all homing weapons. Many turret-type weapons are pretty much useless when facing enemies that can ACTUALLY MOVE because they turn so slow. The manually cranked turrets that North Koreans use can probably turn faster than some of the ones in this game lol
 

Ry5

Well-Known Member
Nov 10, 2019
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I have been using the new laser more, and it is a nice alternative to the disc laser. On the tech I was using, the disk laser falls short when any enemy would get beside me. The new laser can pivot to hit these targets, which is great, but like burger1113 said above the turning rate is very slow, so slow that I didn't even notice this feature when using it for a first round on trying to test these weapons VS my current ones. I actually prefer not to use missiles myself, the homing in feature removes a lot of the fun in the combat in this game.
 

burger1113

Well-Known Member
Jan 3, 2015
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I actually prefer not to use missiles myself, the homing in feature removes a lot of the fun in the combat in this game.
Yep I definitely try to use the least amount of missiles in my builds, but it also gets pretty aggrevating watching your christmas tree of guns struggling to kill a little fly of a tech zooming around because a turret can't turn to face it, or it doesn't know to lead targets at all.

That's why I built the whole "Venture Pest" lineup of techs in sort of a satire to fly around big techs and drop missiles down, not getting hit a single time.