I said this above, but each Cannon and laser gun brand has different stats. IE: the NDBs and the Omniskys have the same dps the Panthers and tigerstrikes have the same DPS the attritions and MxA series have the same dps you can easily check this in erkul and test for yourself
@@SONYUSR in 3.14 CIG normalized most component and weapon stats, but yes, not all. Please realize that this video took more than 5 hours to make, recording and editing. I earn next to nothing on UA-cam, FYI this video will earn me less that 2 dollars for 5 hours spend. I am open to suggestions, but my time is limited.
Omnisky behaves totally differant from MxA series and lightstrikes. The omnisky is mid range in terms of dps and accuracy (via projectile speed) Likewise there is differances in preformance between cff, neutron, and attrition repeaters now.
When you're done testing different weapons, would you be interested in doing a short comparison of hit visual effects? By then you would have the clip you need from weapon tests and no need to re-record everything. I think that would be another example of CIG's tendency of overdoing things.
I think CIG over did the visual effect again. The hit effect of ballistic gatlings are so bright that sometimes I can't see what I'm hitting, imagine the explosion and flames from bullets of a small caliber gatling covering a over-a-hundred-meters ship like Reclaimer.
Holy shit the FX on those gatlins is waaaaay over the top. What the hell were the devs thinking making simple impact FX of tiny bullets into an entire fireworks shows?
They are all over the top in large fights. Theyre gonna need to come up with a solution to combine effects from multiple players while retaining the cool factor while solo.
Just wanted to say thank you for all the in-depth testing you always provide over the years! Very helpful since I just got F7A MkII upgrade applied. I've been liking all M4/5A's and Omniskies so far!
I good test could perhaps be a comparrison between the different types since there seems to be differences between the Laser Cannons (e.g. Omnisky, Lightstrike, MxA), between Laser Repeaters (e.g. Panthers vs Attritions), between ballistic gatlings (AD4B vs Revenant), etc.
Please try out the scaterguns. They are in a great place now due to mastermodes bringing the engagement distance around 500 meter. I've already won plenty of pvp dogfights in the f7a mk2 with just scaterguns and 2 s4 omnisky cannons
It's not just that, it's that Dominance scatterguns have 1:4 energy to damage conversion ratio now (they used to be 1:1) so small ships can now pump out more sustained damage with them than any other weapon, to a *large* degree.
@zerdasa it was 1v1 against a 125p. A friend of mine flew the f8 with full scaterguns and tried it on me. If I'm not having full energy to shields it instantly deletes my 2 s1 FR68 shields.
@zerdasa it may be weak but it's small and fast with mastermodes. I've also taken down bounty hunters with a f7a mk2 cannon loadout, while flying in one myself aswell.
You should give Laser Scatterguns a chance this patch. Tested those out - insane dmg. The more S3 hardpoints the better. Sadly there are no Laser Scatterguns above S3.
Compare a full energy vs full balistic vs mixed (all cannons) please to find the sweet spot of what size target you should consider mixing in balistics.
My personal favourite, with the F7A anyway, is to run the M7As on the turrets and Deadbolt IVs on the wings. I am curious to see how much of a difference the Deadbolts and MA guns have between them though.
@Gofr5 I find omnisky/shredders or tarantulas to be my loadout of choice for PVP. That extra 400m/sec on the omnisky makes a huge difference in increasing the weapon effective range. Shredders are good for close burst damage. Tarantulas have a more consistent damage output and longer effective range, but are far less satisfying IMHO. Both loadouts create a dual pip solution, which is actually a good thing as it gives a larger threat cone at longer ranges which helps hit smaller target as they try to evade fire, but effectively the same firing solution at shorter range as all projectiles will hit when you pull the trigger at a centered firing solution between the pips.
FLs, Lightstrike cannons 1800 ms CF repeaters 1800ms. Omnis & Quarrelers 1400 ms NDB repeaters 1400 ms M series cannons 1000 ms Attrition repeaters 100 ms If you are going to compare cannons and repeaters you should compare them in these groups.
It's not just the Pisces now! The A2 got its damage reduction removed and is now vulnerable to the full damage of ballistics and missiles. Dunno why that change happened.
@NozomuYume yes Hercules A2 has now wrong armor damage reduction values now too. There are tons of errors in the XMLs. There is no proof reading, no colleagues checking the numbers, no supervision. CIG doesn't even care to quickly do some pivot tables to check their numbers. Bad company culture.
all the weapons have different properties now. Attritions hit like a truck, but they have low capacity. Panthers/rhinos have a ton of capacity but they don't do a ton of damage. M5a m6a etc cannons have the best damage output + a balanced capacity. If you mix them up with ballistics, you can destroy most size 2 ships in less than 10 seconds
This was fascinating. Thanks for doing this. would be interesting to see if this follows into the PU. How does distance from target, spread, desync/lag affect this.
Distance is the biggest factor for repeaters and ballistics. Any distance over 500m is a progressive decline in damage. Over 1000m is basically pointless except to kept the shield from regen.
The issue with gatling guns is that they run out of ammo fast now that ships are more tanky. It wont last longer than two BH missions. I like that ships are more tanky but gatling ammo should be doubled.
thanks for testing camural , you are the MVP when it comes to unbiased reviews,. Master modes are not bad as far as the speed of flying goes, but omg these weapon changes are infurating as far as capacitors and over heating goes. it makes space combat very boring to be waiting for weapons to cool down or recharge every 10 seconds. I hope this is fixed soon, i am not even doing ship combat lately it is infurating.
@Dr4g0n36 CIG, one again, have no clue what they are doing and this in year 12. Size 2 shields went from: -4 shield faces -bubble -front and rear shield face -bubble Expect more changes.
@@Camural i think because CIG lowered shield pool HP. Bubbles means that all shield pool Is considered on every attack side, instead halving pool front-back as before
Is it just me? I seems like the energy weapons should fill up way faster when under full power. From neutral to full power it didn't seem like they were charging any faster.
The charge rate per shot is better, but upping the capacitor also ups the number of rounds so the time to full charge is identical. It is really stupid because the point of a capacitor is to hold a certain amount of energy, no more no less. More power should only make you recharge faster not give you more shots. If you lower the power in your guns with full capacitor it brings your ammo pool down to the base level to even if you charged it up to the max before. Really stupid.
@@Vorm17 I don't think that's correct, at least based on my understanding of physics basics. The charge stored by a capacitor is given by voltage x capacitance, so a better capacitor (or more electromotive force applied to capacitor) will store more power. The time constant, which defines the charging rate (proportional to charging power), is given by circuit resistance multiplied by capacitance. These should be physical properties of the circuit and not affected by voltage. Thus, more voltage (and power is squared voltage divided by resistance) gives more total stored power but the same time to charge to full. That's like first-year physics though so could be wrong in practise, also doesn't mean this is how it should be in-game, but this may be how they came up with what they did.
@@Turbovolver Maybe that could all be the true in reality. I think of the "capacitor" more as a battery where there is a finite level of power at full (or it explodes). The problem is that boost doesn't go from 100% full to a magic 130% full when you put full power there. Putting the triangle in shields doesn't give you more shields but added resistance (which sort of acts as more shields). No matter what way you look at weapons it doesn't match the way the other ones act. I'd prefer if power was only a recharge buff on all three. But that is just my opinion of course.
@@Turbovolver But...more current going to capacitor wouldnt make it store more charge. Ship circuit is outputting same voltage (we are not overclocking the generator or transformator, only programmable power limits are changed. At least that how it works in my opinion, because rasing the voltage doesnt change the resulting power - amount of Watts/power doesnt change if you raise or lower the voltage on the generator output.)
Energy repeaters seem pretty underwhelming this patch. Those sparks are good for readability but it does look a little ridiculous with several high fire rate guns.
What is happening with laser repeaters in this patch? Sometimes when a target has no shields, they just do not do any damage to the hull. This has to be a bug.
It's crazy how meta cannons are right now. It's an absolute slog trying to use anything else. Flying a Gladius with stock loadout solo I just had to give up on a few missions but even the default Valiant loadout's cannon makes the same fights so trivial that they're boring.
there will always be a meta gun choice. just how it goes. personally prefer the cannon meta to repeater, less time on target means i can do a lot more fancy setups. either way velocity changes are in the pipeline, im expecting cannons to be reduced in velocity across the line. I think cannons will still be better in PVP, but hard to know.
Hmm. I don't know. This seems somewhat interesting, yet I honestly am not that convinced that your testing methods make it all that useful for anything. (In particular, the "full capacitor" requirement for energy weapons.) It's just not how you'd use the weapons in actual combat. (Hopefully, anyway.) Short bursts trying not to deplete the capacitor all at once would likely be more realistic/useful. I'm still experimenting around with ideas for this myself. Not with benchmarks, but just with actual gameplay. Currently using Size 3 Lightstrike laser cannon on the nose and top turret, with a pair of Rhino laser repeaters on the wings. (This mix matches the shot speeds of the cannon and repeaters, so you don't end up with 'split pips' when targeting.) There's also the question of whether or not to remove the top turret in favor of a single large weapon instead. Not sure what to think on that yet.
and one of the many aspects we no longer talk about (as the shrug of futility has overcome most of us that are not absolute sheeple of the hered in mind and intellect) - as SC and its corporate/RobertsFreyermuth leaves no other solution space than a shallow, dogshit game only the simpletons will be able to actually enjoy... CIGs inability to even do basic balance (in the future) will mean that even SimpleCitizen with its singular peak metas for any of the not-that-many solutions/gameloops will not create that much retention or replayability. Inevitably you will see a gradient of the current relevance-thirsters (aka what will be left after they go into an equally inevitable canibalization phase of who is the "mostest revelant of the shysters") fly in.. two or three ships with exactly one "viable" loadout each, while responsible parents will have another scratchwound on the scalp how to keep their children away from "that, yet another" gambling mechanics/lootboxes/evershifting meta/revolving playerbase exploitation scheme. I hope Prof. Bryan Roberts is proud of the two obese catastrophies he has unleashed upon the world. Not that it would have any merit to ask - you would get the typical "english" blabbermumble that made many things of this day an age possible.
Panthers are not a very good comparison to Omnisky as you're comparing a low DPS, high velocity repeater to a avg dps avg velocity cannon. Panthers are an anti-fighter repeater, their cannon equivalent is the FL33. Omnisky are mixed use cannons, their repeater equivalent is the NB-30 line. One thing this does illustrate though is how woefully underpowered repeaters are in general when compared to cannons. Your tests don't even consider spread, which makes the repeater effective range 1/2 to 1/3 that of the cannons (depending on target size) To be useful in a real combat scenario and counteract the spread disadvantage, CIG will need to increase the damage of repeaters by 50-100%, or decrease cannon damage.
@HitmannDDD this was exactly the point of my test. To show that Panthers are good vs small ships but they lose their effectiveness against bigger ships.
@@Camural this is exactly what i use my F7A with repeaters for, fighters and when im in ERT groups its good to keep shields down on bigger ships while our Connie is recharging his guns
Is there anything that is not broken in 3.23? I understand Chris wants to sell ships and you're therefore only supposed to play the Overdrive missions in this patch which gets notified in-game every 2 minutes to you so that Chris can sell more F7Cs but come on... Bed logging: broken! Cave ledges: broken! Selling organic harvestables: broken! Buying Tigerclaws: broken! etc etc etc I could go on for hours with broken things!
I am open for suggestions for tests.
I think I will try Tarantulas next.
I said this above, but each Cannon and laser gun brand has different stats.
IE:
the NDBs and the Omniskys have the same dps
the Panthers and tigerstrikes have the same DPS
the attritions and MxA series have the same dps
you can easily check this in erkul and test for yourself
@@SONYUSR in 3.14 CIG normalized most component and weapon stats, but yes, not all.
Please realize that this video took more than 5 hours to make, recording and editing.
I earn next to nothing on UA-cam, FYI this video will earn me less that 2 dollars for 5 hours spend.
I am open to suggestions, but my time is limited.
@cyberiankorninger1025 I am making very clear what guns I use at the beginning of the video.
Omnisky behaves totally differant from MxA series and lightstrikes. The omnisky is mid range in terms of dps and accuracy (via projectile speed)
Likewise there is differances in preformance between cff, neutron, and attrition repeaters now.
When you're done testing different weapons, would you be interested in doing a short comparison of hit visual effects? By then you would have the clip you need from weapon tests and no need to re-record everything. I think that would be another example of CIG's tendency of overdoing things.
I think CIG over did the visual effect again. The hit effect of ballistic gatlings are so bright that sometimes I can't see what I'm hitting, imagine the explosion and flames from bullets of a small caliber gatling covering a over-a-hundred-meters ship like Reclaimer.
Holy shit the FX on those gatlins is waaaaay over the top.
What the hell were the devs thinking making simple impact FX of tiny bullets into an entire fireworks shows?
Rule of Cool, Example #3427
They are all over the top in large fights. Theyre gonna need to come up with a solution to combine effects from multiple players while retaining the cool factor while solo.
I prefer a mix of 75% laser canons and 25% ballistics. The mixed loadouts on separate groups puts constant pressure on the target
Just wanted to say thank you for all the in-depth testing you always provide over the years!
Very helpful since I just got F7A MkII upgrade applied. I've been liking all M4/5A's and Omniskies so far!
I good test could perhaps be a comparrison between the different types since there seems to be differences between the Laser Cannons (e.g. Omnisky, Lightstrike, MxA), between Laser Repeaters (e.g. Panthers vs Attritions), between ballistic gatlings (AD4B vs Revenant), etc.
Speaking of ballistic resistance, the crusader Hercules A2 has 0, but it does have energy resistance for some reason.
Please try out the scaterguns. They are in a great place now due to mastermodes bringing the engagement distance around 500 meter. I've already won plenty of pvp dogfights in the f7a mk2 with just scaterguns and 2 s4 omnisky cannons
It's not just that, it's that Dominance scatterguns have 1:4 energy to damage conversion ratio now (they used to be 1:1) so small ships can now pump out more sustained damage with them than any other weapon, to a *large* degree.
It was in 1v1, or in squadron battle ? Just to now how you use it and try too :)
@zerdasa it was 1v1 against a 125p. A friend of mine flew the f8 with full scaterguns and tried it on me. If I'm not having full energy to shields it instantly deletes my 2 s1 FR68 shields.
@@tristanECnl and what ship did you use ? The 125p is very weak, it's a starter
@zerdasa it may be weak but it's small and fast with mastermodes. I've also taken down bounty hunters with a f7a mk2 cannon loadout, while flying in one myself aswell.
Thank you for this video! I have been confused about what weapons I should be using and found your video to be very informative.
Turns out cannons are the new repeaters
Omnisky is the new repeater, m6a is still a canon
Thanks for all your time and patience to conduct those valuable tests. After all, testing in the game is he only source of real data. Btw. no outro?
You should give Laser Scatterguns a chance this patch.
Tested those out - insane dmg.
The more S3 hardpoints the better.
Sadly there are no Laser Scatterguns above S3.
Yeah I happen to see another UA-camr (DJ Star Citizen) run these in his latest video. Doesn't seem like a bad setup on the F7A.
Compare a full energy vs full balistic vs mixed (all cannons) please to find the sweet spot of what size target you should consider mixing in balistics.
My personal favourite, with the F7A anyway, is to run the M7As on the turrets and Deadbolt IVs on the wings. I am curious to see how much of a difference the Deadbolts and MA guns have between them though.
@Gofr5 I find omnisky/shredders or tarantulas to be my loadout of choice for PVP. That extra 400m/sec on the omnisky makes a huge difference in increasing the weapon effective range.
Shredders are good for close burst damage. Tarantulas have a more consistent damage output and longer effective range, but are far less satisfying IMHO.
Both loadouts create a dual pip solution, which is actually a good thing as it gives a larger threat cone at longer ranges which helps hit smaller target as they try to evade fire, but effectively the same firing solution at shorter range as all projectiles will hit when you pull the trigger at a centered firing solution between the pips.
@HitmannDDD Yeah for sure that's better for pvp. I only do pve.
FLs, Lightstrike cannons 1800 ms CF repeaters 1800ms.
Omnis & Quarrelers 1400 ms NDB repeaters 1400 ms
M series cannons 1000 ms Attrition repeaters 100 ms
If you are going to compare cannons and repeaters you should compare them in these groups.
It's not just the Pisces now! The A2 got its damage reduction removed and is now vulnerable to the full damage of ballistics and missiles. Dunno why that change happened.
@NozomuYume yes Hercules A2 has now wrong armor damage reduction values now too.
There are tons of errors in the XMLs. There is no proof reading, no colleagues checking the numbers, no supervision. CIG doesn't even care to quickly do some pivot tables to check their numbers.
Bad company culture.
all the weapons have different properties now.
Attritions hit like a truck, but they have low capacity.
Panthers/rhinos have a ton of capacity but they don't do a ton of damage.
M5a m6a etc cannons have the best damage output + a balanced capacity.
If you mix them up with ballistics, you can destroy most size 2 ships in less than 10 seconds
You can't talk about star citizen anymore. Go make a bad song or something. We don't care what you have to say anymore...
@@ashleyjane2247 damn it must be nice being around a toxic person like you are..
The Syulen also doesn't have 50% physical resistance.
As
Always thank you
This was fascinating. Thanks for doing this. would be interesting to see if this follows into the PU. How does distance from target, spread, desync/lag affect this.
Distance is the biggest factor for repeaters and ballistics. Any distance over 500m is a progressive decline in damage. Over 1000m is basically pointless except to kept the shield from regen.
What’s the best size 2 missles to use in it ?
The issue with gatling guns is that they run out of ammo fast now that ships are more tanky. It wont last longer than two BH missions. I like that ships are more tanky but gatling ammo should be doubled.
Laser cannons are still meta in competent PVP because of the limited time on target.
thanks for this test brother
thanks for testing camural , you are the MVP when it comes to unbiased reviews,.
Master modes are not bad as far as the speed of flying goes, but omg these weapon changes are infurating as far as capacitors and over heating goes. it makes space combat very boring to be waiting for weapons to cool down or recharge every 10 seconds. I hope this is fixed soon, i am not even doing ship combat lately it is infurating.
Well...why S2 shields are no more front-back? I missed some news?
@Dr4g0n36 CIG, one again, have no clue what they are doing and this in year 12.
Size 2 shields went from:
-4 shield faces
-bubble
-front and rear shield face
-bubble
Expect more changes.
@@Camural i think because CIG lowered shield pool HP. Bubbles means that all shield pool Is considered on every attack side, instead halving pool front-back as before
For gatlins im goin for revenant + tigesteikes t21 or whats there name cause of same ammo speed 1200 m/s
Is it just me? I seems like the energy weapons should fill up way faster when under full power. From neutral to full power it didn't seem like they were charging any faster.
Yeah looks like it... only a bit higher capacitor... not rly much faster than enemy shield...
The charge rate per shot is better, but upping the capacitor also ups the number of rounds so the time to full charge is identical.
It is really stupid because the point of a capacitor is to hold a certain amount of energy, no more no less. More power should only make you recharge faster not give you more shots.
If you lower the power in your guns with full capacitor it brings your ammo pool down to the base level to even if you charged it up to the max before. Really stupid.
@@Vorm17 I don't think that's correct, at least based on my understanding of physics basics. The charge stored by a capacitor is given by voltage x capacitance, so a better capacitor (or more electromotive force applied to capacitor) will store more power. The time constant, which defines the charging rate (proportional to charging power), is given by circuit resistance multiplied by capacitance. These should be physical properties of the circuit and not affected by voltage. Thus, more voltage (and power is squared voltage divided by resistance) gives more total stored power but the same time to charge to full. That's like first-year physics though so could be wrong in practise, also doesn't mean this is how it should be in-game, but this may be how they came up with what they did.
@@Turbovolver Maybe that could all be the true in reality. I think of the "capacitor" more as a battery where there is a finite level of power at full (or it explodes).
The problem is that boost doesn't go from 100% full to a magic 130% full when you put full power there. Putting the triangle in shields doesn't give you more shields but added resistance (which sort of acts as more shields).
No matter what way you look at weapons it doesn't match the way the other ones act. I'd prefer if power was only a recharge buff on all three. But that is just my opinion of course.
@@Turbovolver But...more current going to capacitor wouldnt make it store more charge. Ship circuit is outputting same voltage (we are not overclocking the generator or transformator, only programmable power limits are changed. At least that how it works in my opinion, because rasing the voltage doesnt change the resulting power - amount of Watts/power doesnt change if you raise or lower the voltage on the generator output.)
Can you do a mix loadout that contains something like omskies and tarantulas or m6a with deadbolts?
Energy repeaters seem pretty underwhelming this patch.
Those sparks are good for readability but it does look a little ridiculous with several high fire rate guns.
nice video, I love my F7A
What is happening with laser repeaters in this patch? Sometimes when a target has no shields, they just do not do any damage to the hull. This has to be a bug.
CIG "balance" will be making everything more or less equal... look at the Light fighters "balance" they are trying to do...
WT way of balancing...just give everyone same thing, a little tiny not that good quirk here and there.
It's crazy how meta cannons are right now. It's an absolute slog trying to use anything else. Flying a Gladius with stock loadout solo I just had to give up on a few missions but even the default Valiant loadout's cannon makes the same fights so trivial that they're boring.
there will always be a meta gun choice. just how it goes. personally prefer the cannon meta to repeater, less time on target means i can do a lot more fancy setups.
either way velocity changes are in the pipeline, im expecting cannons to be reduced in velocity across the line. I think cannons will still be better in PVP, but hard to know.
There must be some ship health difference in the PU because it’s taking way longer to kill AI ships than this
I am running full deadbolt setup on my hornet mk2 to a great effect. Why no ballistic cannons in this comparison? :(
@pawe6199 Because things take time. This video took me 5 hours recording and editing.
Deadbolts are already recorded.
@@Camural I understand that. I find this video very informative even without deadbolts. Thank You for Your work. 🙂
Hmm. I don't know. This seems somewhat interesting, yet I honestly am not that convinced that your testing methods make it all that useful for anything. (In particular, the "full capacitor" requirement for energy weapons.) It's just not how you'd use the weapons in actual combat. (Hopefully, anyway.) Short bursts trying not to deplete the capacitor all at once would likely be more realistic/useful.
I'm still experimenting around with ideas for this myself. Not with benchmarks, but just with actual gameplay. Currently using Size 3 Lightstrike laser cannon on the nose and top turret, with a pair of Rhino laser repeaters on the wings. (This mix matches the shot speeds of the cannon and repeaters, so you don't end up with 'split pips' when targeting.)
There's also the question of whether or not to remove the top turret in favor of a single large weapon instead. Not sure what to think on that yet.
and one of the many aspects we no longer talk about (as the shrug of futility has overcome most of us that are not absolute sheeple of the hered in mind and intellect) - as SC and its corporate/RobertsFreyermuth leaves no other solution space than a shallow, dogshit game only the simpletons will be able to actually enjoy... CIGs inability to even do basic balance (in the future) will mean that even SimpleCitizen with its singular peak metas for any of the not-that-many solutions/gameloops will not create that much retention or replayability.
Inevitably you will see a gradient of the current relevance-thirsters (aka what will be left after they go into an equally inevitable canibalization phase of who is the "mostest revelant of the shysters") fly in.. two or three ships with exactly one "viable" loadout each, while responsible parents will have another scratchwound on the scalp how to keep their children away from "that, yet another" gambling mechanics/lootboxes/evershifting meta/revolving playerbase exploitation scheme.
I hope Prof. Bryan Roberts is proud of the two obese catastrophies he has unleashed upon the world. Not that it would have any merit to ask - you would get the typical "english" blabbermumble that made many things of this day an age possible.
You sold meon the ballistic battlings.
Panthers are not a very good comparison to Omnisky as you're comparing a low DPS, high velocity repeater to a avg dps avg velocity cannon.
Panthers are an anti-fighter repeater, their cannon equivalent is the FL33.
Omnisky are mixed use cannons, their repeater equivalent is the NB-30 line.
One thing this does illustrate though is how woefully underpowered repeaters are in general when compared to cannons. Your tests don't even consider spread, which makes the repeater effective range 1/2 to 1/3 that of the cannons (depending on target size) To be useful in a real combat scenario and counteract the spread disadvantage, CIG will need to increase the damage of repeaters by 50-100%, or decrease cannon damage.
@HitmannDDD this was exactly the point of my test. To show that Panthers are good vs small ships but they lose their effectiveness against bigger ships.
@@Camural this is exactly what i use my F7A with repeaters for, fighters and when im in ERT groups its good to keep shields down on bigger ships while our Connie is recharging his guns
Ommniskii 😂
Is there anything that is not broken in 3.23? I understand Chris wants to sell ships and you're therefore only supposed to play the Overdrive missions in this patch which gets notified in-game every 2 minutes to you so that Chris can sell more F7Cs but come on...
Bed logging: broken!
Cave ledges: broken!
Selling organic harvestables: broken!
Buying Tigerclaws: broken!
etc etc etc I could go on for hours with broken things!
Game developers trying to not break their game every update: (difficulty - impossible)