How Much More Damage Does Every...

SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
<div class="IPBDescription">weapon level?</div> On all weapons for marines? Would be useful to know.

Ex Pistol lvl 1 + (damage)
Pistol lvl 2 +

etc

Comments

  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    edited January 2004
    Lvl 0 Lmg= 10
    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
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Shottie? Nade? Mines?


    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.
  • VerthandiVerthandi Join Date: 2002-12-12 Member: 10687Members, NS1 Playtester
    edited January 2004
    <!--QuoteBegin--Warrior+Jan 5 2004, 01:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warrior @ Jan 5 2004, 01:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...
    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).
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    edited January 2004
    its 16 pellets, 10 dmg each. I am sure this wasnt changed. If its not , my bad for not keeping up with current changelogs.
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    <!--QuoteBegin--Warrior+Jan 4 2004, 12:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Warrior @ Jan 4 2004, 12:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lvl 0 hmg= 20
    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?
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    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.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--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.
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    Ok, ill change the values, when i get them calculated. Didnt know it was changed.
  • VerthandiVerthandi Join Date: 2002-12-12 Member: 10687Members, NS1 Playtester
    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.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--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>.
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    Ahh right. Much appreciated guys.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 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.
  • VerthandiVerthandi Join Date: 2002-12-12 Member: 10687Members, NS1 Playtester
    And what were you attacking that revealed it had taken exactly 70 damage?
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    An Onos with no armor. I was using two computers, connected by means of a local area network, to do the testing.
  • VerthandiVerthandi Join Date: 2002-12-12 Member: 10687Members, NS1 Playtester
    What do you suppose the Welder really does, then?
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    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.
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    edited January 2004
    I think HMG got nerfed down to 18 dmg. It was in the changelog.
    It may be 20 again.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    edited January 2004
    <!--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?
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    <!--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.
  • Wintermute1Wintermute1 Join Date: 2003-08-22 Member: 20088Members
    <!--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_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 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)
  • CMasterCMaster Join Date: 2003-10-25 Member: 21922Members
    Why not just say: Each upgrade inncreases damage by 10%.
    IE:
    Lv1 +10%
    Lv2 +20%
    Lv3 +30%
  • VerthandiVerthandi Join Date: 2002-12-12 Member: 10687Members, NS1 Playtester
    Observe the fact that the statement would be an overgeneralization.
  • styleestylee Join Date: 2003-03-23 Member: 14802Members
    <!--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...)
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