Some insight on that test case plugin
So...this isn't going to be an incredibly in-depth or revealing post, just shaking things up a little. Heck, for all I know this is old news. I don't keep up on all the discussion of this matter on all the various boards.
Anyway.
People have cited the plugin Polaris Collector, with a Polaris asteroid miner which has an asteroid-destroying beam and a grappling beam, as a good example of how an exponential beam bug still exists when using two different beams simultaneously.
Well, I don't know if this is the case for Windows EVN (which I have heard mentioned), but I am fairly sure it isn't the case for Mac EVN 1.0.8. Oh, an increased damage effect does in fact exist, but it is at least partially (and most likely entirely) based on a different reason (a side effect of an actual feature).
See, the anti-asteroid beam has a count of 1 and reload of 0, so it's a beam that will fire every frame and exist for one frame. Well, not quite. It also has a decay of 20 - I haven't studied the exact specifics of what decay does to beam life, but it makes it longer by adding a period of time where the beam fades away.
EVN has a feature such that beams with rapid firing rate will emit steadily from one weapon exit point without switching as long as the firing key is held. This is good; it looks a bit dumb to have a single weapon, particularly beams, switching rapidly from exit point to exit point. Another effect, which may or may not be related, is that beams with decay ( and reload of 0 and count of 1) won't undergo their fade period until the firing key is released. Otherwise, beams would stack up because the weapon fires must faster than the beam's duration including the fade period. They will stack, however, if you release and press the fire key faster than the beam decays. This is well known with the Winter Tempest.
So, load up the Polaris Collector. Watch its anti-asteroid beam carefully; fly around, firing both beams. The anti-asteroid beam will appear to grow a bit in thickness and density. What you're seeing is a whole bunch of stacked lightning beams; essentially, by firing multiple beams at once, you're machine-gunning the fire key as fast as the fastest beam fires (note: this point is a guess, not a tested theory) , in this case every frame. That's a whole lot of stacked beams there, dishing out damage some 20x more than usual (or by however much longer the beam's life is extended due to the fade period). Try it out: guide yourself so you'll collide with an asteroid and concentrate all your arm's energy into pressing fire as rapidly as you can, without the grappling beam. It'll be nearly the same effect - instant asteroid death.
Whether it's a bug how firing two or more beams will override the fairly desirable feature of non-exit-point-switching-and-fade-period-only-after-firing...I dunno. Anyway, it's not likely due to an exponential damage bug. Just thought I'd throw this out there for consideration.
Like I said, this could be old news, and if it is, feel free to tell me. I can stand to be put in my place every now and then.
(Some time I really ought to properly do an extensive study of beams, but I don't currently have the time, seeing how my last attempt to do so took sooo long, and I think there are mistakes in it.)
This post has been edited by Weepul 884 : 11 February 2005 - 10:15 AM