Blast Weapons

BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
<div class="IPBDescription">Bilebomb and Xenocide still bugged.</div> I tested blast weapons under 1.03 and found out that while grenade launcher does aprox the 200 dmg it should do, bilebomb and xenocide only do their standard dmg instead of the double dmg against structures. Bilebomb only does aprox 80 and xenocide aprox 400.

I know there is a bug forum but it does not seem to work since i posted it two times (and allways waited several days between) and never got a post.

Comments

  • ShingyBoyShingyBoy Join Date: 2002-11-17 Member: 9086Members
    bilebomd damage - 40 double damage vs structures = 80 go figure -_-
    doeds xenocide av to do double damage? it does 400 already i dont know wether it as a bonus
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    edited December 2002
    According to the (admittedly outdated since v1.0) manual, Xenocide is supposed to do 400/800(s). Think it got cut to 200/400(s) though in one of the newer versions for balance purposes. Now it takes TWO Xenociding Skulks to take out a group of HA/HMGs instead of just one. (Though I still believe firmly that it should only take one)
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->bilebomd damage - 40 double damage vs structures = 80 go figure -_-<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Bilebomb 80/160(), radius 500

    Copy&paste from manual. Bilebomb is intended to do 160 vs structures, it only does 80 though. 40 dmg would be a little bit rediculous for a weapon you need 3 hives for and only can shoot 4 times till energy is out. Esp when there are marines running around doing 200 dmg vs BOTH, structures AND aliens.


    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->doeds xenocide av to do double damage? it does 400 already i dont know wether it as a bonus <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Xenocide 400/800(), reduces outwards

    Copy&paste from manual. And 400 dmg are not very much if you consider that you 1. must have 3 hives, 2. must survive the trigger delay as a skulk or do no dmg at all and 3. die.
  • ZifnabZifnab Join Date: 2002-11-03 Member: 6062Members
    <!--QuoteBegin--Beetlejuice+Dec 6 2002, 03:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beetlejuice @ Dec 6 2002, 03:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bilebomb 80/160(), radius 500<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Er... If you simply select bilebomb by pressing the 4 key, you can see in its description that it clearly does 40 damage, so 80 would be double.
    Acid rockets do 50, but bilebomb has a far, far greater blast radius.
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--QuoteBegin--Zifnab+Dec 6 2002, 02:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zifnab @ Dec 6 2002, 02:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Beetlejuice+Dec 6 2002, 03:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beetlejuice @ Dec 6 2002, 03:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bilebomb 80/160(),  radius 500<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Er... If you simply select bilebomb by pressing the 4 key, you can see in its description that it clearly does 40 damage, so 80 would be double.
    Acid rockets do 50, but bilebomb has a far, far greater blast radius.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Acid rockets do 60 dmg, all those ingame helps are at least as outdated as the manual. And for me a bilebomb doing 80 base dmg makes much more sense than a bilebomb doing 40 base dmg. Then the 2 hive weapon would do 50% more dmg than the 3 hive weapon.
  • Green_MeatGreen_Meat Join Date: 2002-11-06 Member: 7331Members
    What are you complaining about? As if fades weren't able to tear down structures fast enough already!

    I kinda wish there was no acid rockets at all, that way maybe fades would actually use their claws for a change. It always annoys me to run up behind a guy and see him bombing an outpost. I run right past em and tear down that stuff in 1/3 the time with claws. Quite being so afraid to take damage! Fades take a lickin and keep on tickin!

    GSH
  • nielsz0rnielsz0r Join Date: 2002-11-17 Member: 9046Members
    The ingame hints are outdated , and full of typo's
    i would say they are incorrect at this stage...

    But so is the manual

    Check n-s.org for the list of updates or something , maybe yu can find it on there
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--QuoteBegin--Gun_Sgt_Hartman+Dec 6 2002, 03:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gun_Sgt_Hartman @ Dec 6 2002, 03:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What are you complaining about? As if fades weren't able to tear down structures fast enough already!

    I kinda wish there was no acid rockets at all, that way maybe fades would actually use their claws for a change. It always annoys me to run up behind a guy and see him bombing an outpost. I run right past em and tear down that stuff in 1/3 the time with claws. Quite being so afraid to take damage! Fades take a lickin and keep on tickin!

    GSH<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I want to see you doing this when there is a single hmg marine in the base or just more than a few turrets. Then you are dead before you have taken down your first turret to half of his health.
  • ZifnabZifnab Join Date: 2002-11-03 Member: 6062Members
    <!--QuoteBegin--Gun_Sgt_Hartman+Dec 6 2002, 04:17 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Gun_Sgt_Hartman @ Dec 6 2002, 04:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What are you complaining about? As if fades weren't able to tear down structures fast enough already!

    I kinda wish there was no acid rockets at all, that way maybe fades would actually use their claws for a change. It always annoys me to run up behind a guy and see him bombing an outpost. I run right past em and tear down that stuff in 1/3 the time with claws. Quite being so afraid to take damage! Fades take a lickin and keep on tickin!

    GSH<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I love claws! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    Sometimes the turret concentration is too great though, and you need to take 1 or 2 down with rockets first.
    But if I can get in a position where I can claw a turret with only itself and maybe one more firing at me, I'll go for it. Claws rock!
  • Bishop_GantryBishop_Gantry Join Date: 2002-11-04 Member: 6861Members
    i find it disturbing to take down multiple turrets by splash when im firing acid rockets into the Tfactory... whats the point of destroying the Tfactory when multiple sentries are destroyed before the Tfactory gets destroyed...
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    Go shoot a marine in the face with mp_showdamage on with bilebomb, 40 damage.
  • ViolenceJackViolenceJack Join Date: 2002-11-03 Member: 5624Members
    edited December 2002
    I think the ingame help was more up to date than the manual, not now since hmg gren and all that been reduced.

    Acidrockets are abit dangerous, the only major disadvantage is it uses alot of energy but with adrenaline that is pretty much gone. Well adrenaline pretty much gets rid of most disadvantages of most aliens stuff, like all of Onos skills.

    Xenocide is really cheap though, once you have all hives you dont have to use any res to do it.
  • elimelim Join Date: 2002-11-17 Member: 9006Members, Constellation
    Bilebomb is very effective against a bundle of turrets or packed marines running down a hall, but remember Acid Rocket is still very effective even with 3 hives, same for blink.
  • Bishop_GantryBishop_Gantry Join Date: 2002-11-04 Member: 6861Members
    I wished slashing was reduced 5-10% in cost to use... then maby we could see more people choosing celernity and silence...
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    <!--QuoteBegin--Beetlejuice+Dec 6 2002, 01:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beetlejuice @ Dec 6 2002, 01:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I want to see you doing this when there is a single hmg marine in the base or just more than a few turrets. Then you are dead before you have taken down your first turret to half of his health.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Jump, blink, kill, knock down a turret or two to make yourself a "dead zone" of turret coverage on the TF, then proceed to chop away at it...

    Hell, i've done the same thing with skulks... it's tricky, but not impossible by any means. The problem with people using fades on bases is that a lot of the pub server players, at least, think the fade is a standoff unit exclusively. It takes FOREVER to acid rocket down an outpost, compared to how long it takes with claws.. time during which marines often show up and make your life harder.
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Go shoot a marine in the face with mp_showdamage on with bilebomb, 40 damage.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yess..... maybe if you want to talk about damage in 1.03 then you should eventually INSTALL 1.03 first :o))).
    You obviously still have installed 1.00 where bilebomb was even more bugged. mp_showdamage is disabled since 1.02.
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Jump, blink, kill, knock down a turret or two to make yourself a "dead zone" of turret coverage on the TF, then proceed to chop away at it...

    Hell, i've done the same thing with skulks... it's tricky, but not impossible by any means. The problem with people using fades on bases is that a lot of the pub server players, at least, think the fade is a standoff unit exclusively. It takes FOREVER to acid rocket down an outpost, compared to how long it takes with claws.. time during which marines often show up and make your life harder.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Four sentries can kill a fully healed fade with carapace 3 before he managed to kill one sentry. And a single hmg marine needs aprox 3 seconds if he hits (what is not to hard if the fade concentrates on turrets). I wonder where you take the time to take out two turrets and the marine? I am not talking about a small minibase of 3 turrets to defend a resource node here. By the time aliens have 3 hives the marines will have a bit more in their main base.

    And about blinking (assuming it would make any difference), as far as i know turrets count as obstacles which you can't blink through.
  • Bishop_GantryBishop_Gantry Join Date: 2002-11-04 Member: 6861Members
    <!--QuoteBegin--Shrike30+Dec 11 2002, 01:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shrike30 @ Dec 11 2002, 01:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Beetlejuice+Dec 6 2002, 01:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Beetlejuice @ Dec 6 2002, 01:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I want to see you doing this when there is a single hmg marine in the base or just more than a few turrets. Then you are dead before you have taken down your first turret to half of his health.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Jump, blink, kill, knock down a turret or two to make yourself a "dead zone" of turret coverage on the TF, then proceed to chop away at it...

    Hell, i've done the same thing with skulks... it's tricky, but not impossible by any means. The problem with people using fades on bases is that a lot of the pub server players, at least, think the fade is a standoff unit exclusively. It takes FOREVER to acid rocket down an outpost, compared to how long it takes with claws.. time during which marines often show up and make your life harder.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    yes and turning your back to either a phase gate or inf portal is a bad idea period if your a fade that already have taken damage from turrets...

    the example you showed only proves you can take down an poorly deffended base with no dedicated marines protecting it...

    yeah ive seen fade packs (4-5) pulling that stunt only to be viscerated by a lone HA HMG dude i dont know about what servers you play on but marines do fight back

    proper turret coverage can down an onos in mere seconds so how could a fade survive any longer, yeah problem is blink will cause more harm than good if there are a proper turret coverage of the base...
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    The manual and tooltips are out of date now. The tooltips will be back in date with the v1.1 patch, and the manual will be updated whenever we get to it.

    The problem here is that the code treats blast damage as 50% effective vs. players, while the manual states that it does double damage vs. structures. It's the same difference, but it's more exciting to hear double damage vs. structures then to hear half damage vs. players, and then I forgot to take this into account when entering the final data for the manual.
  • NiteowlNiteowl Join Date: 2002-09-04 Member: 1274Members, NS1 Playtester, Contributor
    <fawn>
    always exciting to read a long thread, and suddenly see Flayra himself posting. too cool.

    yes yes yes, i've elevated Flayra to celebrity status in my mind, cuz , hell, what sweet sweeet game has Schwarznegger or Van Damme made for me lately?? zilch.

    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    </fawn>
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin--Flayra+Dec 11 2002, 05:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Dec 11 2002, 05:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The tooltips will be back in date with the v1.1 patch.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Can't wait!
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--QuoteBegin--Flayra+Dec 11 2002, 06:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flayra @ Dec 11 2002, 06:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The manual and tooltips are out of date now. The tooltips will be back in date with the v1.1 patch, and the manual will be updated whenever we get to it.

    The problem here is that the code treats blast damage as 50% effective vs. players, while the manual states that it does double damage vs. structures. It's the same difference, but it's more exciting to hear double damage vs. structures then to hear half damage vs. players, and then I forgot to take this into account when entering the final data for the manual.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    But the grenade launcher does the 200 dmg vs structures in 1.03 as writen in the manual. So is this the bug and it should only do 100 dmg?

    In 1.03 blast dmg is:

    xenocide: 400 vs structures
    bilebomb: 80 vs structures
    grenade launcher: 200 vs structures

    All i want to know is if this is really intended that the grenade launcher does more than twice as much dmg as a bilebomb.
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