Blast Weapons
Beetlejuice
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.
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
doeds xenocide av to do double damage? it does 400 already i dont know wether it as a bonus
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.
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.
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Acid rockets do 60 dmg, all those ingame helps are at least as outdated as the manual.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.
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
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
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.
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!
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.
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.
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.
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.
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...
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.
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.
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</fawn>
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Can't wait!
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.