Natural Selection 2 News Update - NS2 Build 177 Released

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Comments

  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited May 2011
    What would those dmg types change? (yeah lets put light weapons as mid/lategame researches(sg,ft) - its not like there are fades and maybe onis with high armor, maybe even carapace and other armor upgrades)

    If you nerf shotgun, fades will overrun you. (no chance to get out of your base)

    All it currently needs is a working skulk bite, or something that marines have to aim and be carefull instead strafe&jump&run in circle tactics.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited May 2011
    Basically, light-normal-heavy damagetype simply means greater damage - to what extent? the extent dictated by the target's armour. It doesn't actually make it so that light weapons do more damage against lightly-armoured players but less against heavily-armoured players, or heavy weapons do more damage against heavily-armoured players and less against lightly-armoured players.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    The shotgun seems to be working just fine as far as I have seen.
    It does crazy amounts of damage versus skulks resulting in 1 shot kills most times, and its the only weapon to keep fades under control.
    I agree with Koruyo, Skulk bite still seems to miss more times than it hits.
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