Massive Armor Bug
Terminotaur
Join Date: 2002-11-01 Member: 3132Members
<div class="IPBDescription">Devs Take Notice...</div> How the armor model is supposed to work:
Each level of armor has a damage distribution. You take the full damage, and then distribute it between the health and armor as long as there is some armor available to distribute to. All damage that goes to armor is halved.
Let's take a level 2 light marine with 100/90 versus a fade's 60 damage acid rocket. The damage absorbance of armor is 50% in this case. So, when that rocket hits, 30 damage goes to health, and 15 damage goes to armor (remember to half damage to armor). The marine ends up with 70/75.
Well, this system definitely applies to the marines. However, with the aliens, there's some bug or error in the code apparently. All carapace levels negate some damage. What I mean by negate is that some damage is completely blocked before any damage distribution is done at all. For example, if the previous example had a 25% damage negation, the fade's acid rocket would turn into a 45 damage attack before being distributed. Then, 22.5 damage would go to health and 11.25 damage would go to armor. I don't think Half-life rounds damage values. The integers that show up on your hud however are rounded approximations of your health.
The quickest way for someone to verify what I've just said is to go into a lan, make 3 defensive chambers, get a marine to shoot you until you have 0 armor, and then get him to shoot you again with a 10 damage lmg. You will only incur 7 damage per shot to your health rather than the supposed 10 you are supposed to get.
Want to know how much of a difference this makes ingame? As a level 0 skulk, you'll take 10 lmg shots (not the expected 9). As a level 3 skulk, you'll absorb a freaking 21 lmg shots rather than the expected 13. That's an exponential increase in your survival rate there. You should be able to figure out how much it helps the other aliens sort of. I'm not exactly sure how the damage negates, but there is definitely something funky going on with the alien carapace. So yeah, hear me out on this one devs and look into it...
Each level of armor has a damage distribution. You take the full damage, and then distribute it between the health and armor as long as there is some armor available to distribute to. All damage that goes to armor is halved.
Let's take a level 2 light marine with 100/90 versus a fade's 60 damage acid rocket. The damage absorbance of armor is 50% in this case. So, when that rocket hits, 30 damage goes to health, and 15 damage goes to armor (remember to half damage to armor). The marine ends up with 70/75.
Well, this system definitely applies to the marines. However, with the aliens, there's some bug or error in the code apparently. All carapace levels negate some damage. What I mean by negate is that some damage is completely blocked before any damage distribution is done at all. For example, if the previous example had a 25% damage negation, the fade's acid rocket would turn into a 45 damage attack before being distributed. Then, 22.5 damage would go to health and 11.25 damage would go to armor. I don't think Half-life rounds damage values. The integers that show up on your hud however are rounded approximations of your health.
The quickest way for someone to verify what I've just said is to go into a lan, make 3 defensive chambers, get a marine to shoot you until you have 0 armor, and then get him to shoot you again with a 10 damage lmg. You will only incur 7 damage per shot to your health rather than the supposed 10 you are supposed to get.
Want to know how much of a difference this makes ingame? As a level 0 skulk, you'll take 10 lmg shots (not the expected 9). As a level 3 skulk, you'll absorb a freaking 21 lmg shots rather than the expected 13. That's an exponential increase in your survival rate there. You should be able to figure out how much it helps the other aliens sort of. I'm not exactly sure how the damage negates, but there is definitely something funky going on with the alien carapace. So yeah, hear me out on this one devs and look into it...
Comments
Are you sure about this? Did you run with the server patch and all? Did you code the thing? Maybe that's how it's meant to do?.... I don't think so, but I think you might be not having a control variable.
Edit: Actually, after considering your info a bit more... it does sound rather plausible... So you're saying that the damage percentages on aliens is totally negated instead of being absorbed?
The quickest way for someone to verify what I've just said is to go into a lan, make 3 defensive chambers, get a marine to shoot you until you have 0 armor, and then get him to shoot you again with a 10 damage lmg. You will only incur 7 damage per shot to your health rather than the supposed 10 you are supposed to get.
Edit: Give it to us in a nutshell, basically.
10 damage turns into 7
so on and so forth
it's true, I tested it with him
Toss a Gernade into a Vent to clear them out and hope you hit the alien?
Well today(Did not get screenshot and still testing to see if its lag) shot a level 3 Caprence Alien Skulk with Gernade Launcher point blank(He jumped at me, I died from Spash He Survied)
I have not been able to repoduce it yet but I'm trying(Mostly because having a gernade Launcher VS level 3 Skulks is hard
and I know for a fact that what Terminator is Describing is happening, I've had it happen a few times when going cloaking-> Caprence then a marine shows up, hits me a few, I hide, he shots me agian, armor is gone and then he is still doing 4 damage instead of the full 10 despite my armor being gone
armour "absorbes" x percentage of DMG from each source (ie bullet)
so 100 HP 100 AR with 50% dmg reduction and shot for 10 DMG
10/2 = 5
HP - 5 =95 AR - 5 = 95
now lets say (smae situation 100hp 100ar 10dmg however now %30 dmg reduction)
soo %30 of 10 is 3 soo
100 HP - 7 (left over from 10-3) = 93 HP
and 100AR - 3 = 97 AR
as for the bug, not sure I would say create a sever with draw damage on and test it (but I got wait till monday for that)
Says so in the e-manual
Vague guesses just aren't enough for a strategy game.
That's utterly stupid. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
the ENTIRE explenation of EXACTLY how armour works is in there (as well as in my first post in this thread)
and as an added bonus:
\SIERRA\Half-Life\ns\manual\front_sterkman.html
\SIERRA\Half-Life\ns\manual\front_upgrades_armor.html
\SIERRA\Half-Life\ns\manual\alien_evolutions_carapace.html
the pages IN the manual that will explain it ALL to you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
now as for ONTOPIC
I specificaly said that I am not sure if this is true or not
the actual bug he is reporting is this:
if aliens armour is at 0 then the DMG reduction still applies
EX:
100HP 0AR %50 DMG redution bullet deals 10 DMG
hp only losses 5 instead of the full 10 like it should b/c there is no armour to absorbe the other five
I have not tested this however he said he had, so I leave it to others and the Devs to actualy check this out
why is it stupid? i don't understand. an armor upgrade making the armor better is stupid? it's not even like the marines don't have the same thing in a different format.
Mr. Bean, is English your first language? I'm not trying to make fun of you, it's just that half the time you don't make a whole lot of sense. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> If it isn't your first language, kudos on the other half of the time. I just don't know what "Caprence" is. I hope you don't pronounce it that way. You're missing a syllable, you added an "N," and for the love of god, I don't know how it happened. It's like "turrent" in that regard. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Seriously people, it's CAR (you probably drive one) UH (everyone makes this stupid noise when they can't remember what the next thing they were gonna say was) PACE (like you pace around a room).
with that aside, i would be interested in a more detailed study of this bug. does it affect all alien classes, and even marines? for every attack, or only certain types of damage?
but if i missed it in the manual, could you please tell us which damage percentage exactly gets negated by the 3 carapace levels?
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Fam said that the aliens LIFE also reduces damage.. NOT just the armor. And no, the marines do not have this.