I never had exact numbers. You don't really need them; you will need lvl 1 weapons early, and lvl2 to deal with fades. A good team + good command should never realyl meet an onos.
Armour1, Weapons 1-3, Armour 2-3*
*Generally considered optional. By the time you have wepon 3 you can just as easily get HA trains to finish the game off.
Both Turrets should receive the bonus as well, <b>but it seems like there is a bug</b>. The Sentry Turret's first shot is an upgraded shot (+1 damage per level), has a tracer, and plays a distinctive sound. Every shot afterwards is a regular shot (for 10 damage). The Siege Cannon does a constant 330 damage. Upgrades currently have no effect (but the Devs have expressed that it should).
Unless they where changed, and i didnt see the changelog, they should be for the most part right. Lmg, pistol should be right. Maybe hmg dmg was changed, not sure. If you can find the changelog ill edit the damage values.
<!--QuoteBegin--Warrior+Jan 5 2004, 02:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warrior @ Jan 5 2004, 02:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Unless they where changed, and i didnt see the changelog, they should be for the most part right. Lmg, pistol should be right. Maybe hmg dmg was changed, not sure. If you can find the changelog ill edit the damage values. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I think the HMG was reduced to 18 damage a bullet al lvl 0.
Warrior's figures for HMG damage should be correct (I'm absolutely sure about the stock HMG doing 10 damage to structures, which is half of what it does to players), and my shotgun figures should also be correct. I tested them on my server yesterday.
<!--QuoteBegin--Verthandi+Jan 5 2004, 06:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verthandi @ Jan 5 2004, 06:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Warrior's figures for HMG damage should be correct (I'm absolutely sure about the stock HMG doing 10 damage to structures, which is half of what it does to players), and my shotgun figures should also be correct. I tested them on my server yesterday. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Correct - let me clarify my above statement: it's 18 per bullet <b>in 3.0</b>.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
edited January 2004
<!--QuoteBegin-Verthandi+Jan 5 2004, 12:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verthandi @ Jan 5 2004, 12:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Stock welder = 4 L1 welder = 4.4 L2 welder = 4.8 L3 welder = 5.2<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Seen by using mp_drawdamage 1, no doubt. However, I don't believe those are the actual damage numbers that the welder deals per "attack". I say this because of something I noticed while testing the welder's damage per second. After attacking for one second, I had, with a level 0 welder, dealt 70 damage. And 70 is not divisible by 4.
<!--QuoteBegin-Warrior+Jan 5 2004, 12:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warrior @ Jan 5 2004, 12:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->its 16 pellets, 10 dmg each. I am sure this wasnt changed. If its not , my bad for not keeping up with current changelogs.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I have tested it in 2.01, and the pellets do 17 damage each. It may have been changed in 3.0 though.
<!--QuoteBegin--a civilian+Jan 7 2004, 01:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Jan 7 2004, 01:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Per attack? I don't know. Per second? 70 at level 0.
When I get a chance I'll do the testing again, just to be sure. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> So its 10% of the orginal attack gained per level, correct?
<!--QuoteBegin--BattleTech+Jan 7 2004, 02:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BattleTech @ Jan 7 2004, 02:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think HMG got nerfed down to 18 dmg. It was in the changelog. It may be 20 again. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> <!--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-->Changes: ------------ O Reduced skulk armor from 20 to 10. Explanation - Now that the skulk hitbox is fixed, it's half the height that it used to be, making skulks much harder to hit. O Encourage marines to move out by adding slow alien XP gain over time (currently 1 XP every three seconds). O Made respawn times scaleable for small games. If x is the number of players on your team, respawn waves happen every x seconds. O Removed minimum spawn time because it felt like a bug. Generally spawning is faster now. O Moved the skulk model so that it rotates around its center rather than its hind legs. This should look more natural when wall walking and the make the skulk's head stick out less when hiding (Thanks Mojo!). O Took out "special", "_special" and "wait" commands to prevent abusive scripts from being written (especially bunny-hopping scripts). O If both Vet and Constellation access, show Constellation (new order of preference: Custom, Developer, Playtester, Guide (unused), Constellation member, Beta server op, Veteran, Cheating Death) O Reduced web potency by reducing min/max ensnare times from 4/10 to 2/5. O Lowered stomp stun duration from 2 seconds to 1 second. O Armory now occasionally gives health back when used. O Uncloaking now always takes 1/2 a second for all players and structures. O New version of ns_tanith: -- o waste hive more accessable for aliens/onos. -- o new unweldable vent to waste. -- o onos no longer has to crouch anywhere. -- o added weld for top vent in reactor room. -- o removed water vent weld in reactor room.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I checked the changelogs in the general disscussion stickied topic. This is under changes, so no, I dont believe that the damage has been lowered BattleTech.
<!--QuoteBegin--a civilian+Jan 7 2004, 01:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Jan 7 2004, 01:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> An Onos with no armor. I was using two computers, connected by means of a local area network, to do the testing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> And what were you using to time exactly one second? If you were even a fraction out, it may have a significant effect.
Also, why must there be a whole number of welder attacks in one second? There might be 17.5 welder attacks/sec.
On the other hand, this is being picky.
A welder does ~70hp/sec.
A lot of these figures would be more meaningful if they were in damage/sec as opposed to damage/shot, as the ROF has a large effect on how powerful a weapon is, particularly against structures and more powerful aliens.
a_civilianLikes seeing numbersJoin Date: 2003-01-08Member: 12041Members, NS1 Playtester, Playtest Lead
<!--QuoteBegin--Wintermute-+Jan 14 2004, 05:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wintermute- @ Jan 14 2004, 05:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--a civilian+Jan 7 2004, 01:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Jan 7 2004, 01:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> An Onos with no armor. I was using two computers, connected by means of a local area network, to do the testing. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> And what were you using to time exactly one second? If you were even a fraction out, it may have a significant effect.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Actually, what I did was to attack for several seconds, and then divide the damage by the number of seconds. This made it easier to time. Also, I tested it many times for maximum accuracy. But whether my timing was accurate or not, the mere fact that the welder dealt a quantity of damage that is not divisible by 4 shows that the welder does not deal damage in batches of 4.
<!--QuoteBegin--Wintermute-+Jan 14 2004, 05:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wintermute- @ Jan 14 2004, 05:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A lot of these figures would be more meaningful if they were in damage/sec as opposed to damage/shot, as the ROF has a large effect on how powerful a weapon is, particularly against structures and more powerful aliens.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> LMG - 150 Shotgun - 255 HMG - 300 (/2 versus structures) Grenade Launcher - 187.5 (*2 versus structures) Pistol - 150 Welder - ~70 Knife - 90 (unaffected by upgrades)
<!--QuoteBegin--Dragon_Mech+Jan 5 2004, 03:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragon_Mech @ Jan 5 2004, 03:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Warrior+Jan 5 2004, 02:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warrior @ Jan 5 2004, 02:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Unless they where changed, and i didnt see the changelog, they should be for the most part right. Lmg, pistol should be right. Maybe hmg dmg was changed, not sure. If you can find the changelog ill edit the damage values. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I think the HMG was reduced to 18 damage a bullet al lvl 0. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I actually think that it's 20dmg/shot so when it's attacking structures it doesn't deal less damage than the LMG. (I.E. if it were 18, and it does half-dmg to structures, it would do 9, whereas the LMG would do 10...)
Comments
lvl 1 lmg=11
lvl 2 lmg=12
lvl 3 lmg=13
lvl 0 pistol= 20
lvl 1 pistol=22
lvl 2 pistol= 24
lvl 3 pistol= 26
lvl 0 hmg= 20
lvl 1 hmg=22
lvl2 hmg = 24
lvl 3 hmg =26
Knife = 30(upgrades dont affect, i think)
Not sure about the damaged of mines
Turrets= 10(upgrades dont effect)
lvl 0 shotgun= 160
lvl 1 shotgun =176
lvl 2 shotgun =192
lvl 3 shotgun =208
I never had exact numbers. You don't really need them; you will need lvl 1 weapons early, and lvl2 to deal with fades. A good team + good command should never realyl meet an onos.
Armour1, Weapons 1-3, Armour 2-3*
*Generally considered optional. By the time you have wepon 3 you can just as easily get HA trains to finish the game off.
lvl 0 hmg= 20
lvl 1 hmg=22
lvl2 hmg = 24
lvl 3 hmg =26
Knife = 30(upgrades dont affect, i think)
Not sure about the damaged of mines
Turrets= 10(upgrades dont effect)
lvl 0 shotgun= 160
lvl 1 shotgun =176
lvl 2 shotgun =192
lvl 3 shotgun =208 <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
As of 2.01:
Stock shotgun = <b>17</b> x 10 pellets
L1 shotgun = 18 x 10 pellets
L2 shotgun = 20 x 10 pellets
L3 shotgun = 22 x 10 pellets
HMG does <b>half</b> damage to structures.
Stock grenade = 125
L1 grenade = 137.5
L2 grenade = 150
L3 grenade = 162.5
Grenades do <b>double</b> damage to structures.
Knife deals a constant 30 damage.
Stock welder = 4
L1 welder = 4.4
L2 welder = 4.8
L3 welder = 5.2
Mines deal a constant 125 damage.
Both Turrets should receive the bonus as well, <b>but it seems like there is a bug</b>.
The Sentry Turret's first shot is an upgraded shot (+1 damage per level), has a tracer, and plays a distinctive sound. Every shot afterwards is a regular shot (for 10 damage).
The Siege Cannon does a constant 330 damage. Upgrades currently have no effect (but the Devs have expressed that it should).
lvl 1 hmg=22
lvl2 hmg = 24
lvl 3 hmg =26 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
But those <b>are</b> the correct numbers for the HMG damage right?
I think the HMG was reduced to 18 damage a bullet al lvl 0.
Correct - let me clarify my above statement: it's 18 per bullet <b>in 3.0</b>.
L1 welder = 4.4
L2 welder = 4.8
L3 welder = 5.2<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Seen by using mp_drawdamage 1, no doubt. However, I don't believe those are the actual damage numbers that the welder deals per "attack". I say this because of something I noticed while testing the welder's damage per second. After attacking for one second, I had, with a level 0 welder, dealt 70 damage. And 70 is not divisible by 4.
<!--QuoteBegin-Warrior+Jan 5 2004, 12:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warrior @ Jan 5 2004, 12:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->its 16 pellets, 10 dmg each. I am sure this wasnt changed. If its not , my bad for not keeping up with current changelogs.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I have tested it in 2.01, and the pellets do 17 damage each. It may have been changed in 3.0 though.
When I get a chance I'll do the testing again, just to be sure.
It may be 20 again.
When I get a chance I'll do the testing again, just to be sure. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
So its 10% of the orginal attack gained per level, correct?
It may be 20 again. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<!--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-->Changes:
------------
O Reduced skulk armor from 20 to 10. Explanation - Now that the skulk hitbox is fixed, it's half the height that it used to be, making skulks much harder to hit.
O Encourage marines to move out by adding slow alien XP gain over time (currently 1 XP every three seconds).
O Made respawn times scaleable for small games. If x is the number of players on your team, respawn waves happen every x seconds.
O Removed minimum spawn time because it felt like a bug. Generally spawning is faster now.
O Moved the skulk model so that it rotates around its center rather than its hind legs. This should look more natural when wall walking and the make the skulk's head stick out less when hiding (Thanks Mojo!).
O Took out "special", "_special" and "wait" commands to prevent abusive scripts from being written (especially bunny-hopping scripts).
O If both Vet and Constellation access, show Constellation (new order of preference: Custom, Developer, Playtester, Guide (unused), Constellation member, Beta server op, Veteran, Cheating Death)
O Reduced web potency by reducing min/max ensnare times from 4/10 to 2/5.
O Lowered stomp stun duration from 2 seconds to 1 second.
O Armory now occasionally gives health back when used.
O Uncloaking now always takes 1/2 a second for all players and structures.
O New version of ns_tanith:
-- o waste hive more accessable for aliens/onos.
-- o new unweldable vent to waste.
-- o onos no longer has to crouch anywhere.
-- o added weld for top vent in reactor room.
-- o removed water vent weld in reactor room.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I checked the changelogs in the general disscussion stickied topic. This is under changes, so no, I dont believe that the damage has been lowered BattleTech.
And what were you using to time exactly one second? If you were even a fraction out, it may have a significant effect.
Also, why must there be a whole number of welder attacks in one second? There might be 17.5 welder attacks/sec.
On the other hand, this is being picky.
A welder does ~70hp/sec.
A lot of these figures would be more meaningful if they were in damage/sec as opposed to damage/shot, as the ROF has a large effect on how powerful a weapon is, particularly against structures and more powerful aliens.
And what were you using to time exactly one second? If you were even a fraction out, it may have a significant effect.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually, what I did was to attack for several seconds, and then divide the damage by the number of seconds. This made it easier to time. Also, I tested it many times for maximum accuracy. But whether my timing was accurate or not, the mere fact that the welder dealt a quantity of damage that is not divisible by 4 shows that the welder does not deal damage in batches of 4.
<!--QuoteBegin--Wintermute-+Jan 14 2004, 05:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wintermute- @ Jan 14 2004, 05:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->A lot of these figures would be more meaningful if they were in damage/sec as opposed to damage/shot, as the ROF has a large effect on how powerful a weapon is, particularly against structures and more powerful aliens.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
LMG - 150
Shotgun - 255
HMG - 300 (/2 versus structures)
Grenade Launcher - 187.5 (*2 versus structures)
Pistol - 150
Welder - ~70
Knife - 90 (unaffected by upgrades)
IE:
Lv1 +10%
Lv2 +20%
Lv3 +30%
I think the HMG was reduced to 18 damage a bullet al lvl 0. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I actually think that it's 20dmg/shot so when it's attacking structures it doesn't deal less damage than the LMG. (I.E. if it were 18, and it does half-dmg to structures, it would do 9, whereas the LMG would do 10...)