Exactly Which Marine Weps R Affected By Upgrades?
Fire_Eel
Join Date: 2003-08-19 Member: 19950Members
<div class="IPBDescription">This is important...</div> Firstly, hi everyone! I am back! Stopped playing NS and coming to the forums for quite some months due to exams and stuff. Thus, even my fanfic has stopped and my relentless idea posting stopped.
Anyway, it is clear NS is becoming better and better. Flayra is going on the right path. However, before I do any senseless I&E posting, I need to get some things figured out.
Exactly which marine weapons are affected by upgrades and which are not?
Standard Marine Guns
LMG
Shotgun
HMG
Grenade Launcher
Secondary Marine Weapons
Pistol
Knife
Hand Grenade
Mines
Welder
Structures
Turrets
Seige Turrets
It would help if someone experienced could tell me exactly which of the above are affected by marine upgrades.
I was thinking about posting in the I&E Forum about slightly improving the hand grenade and tweaking the time it takes to prime it, but I didn't really find any similar posts using the search engine. Much of what turned up didn't relate to the Hand Grenade at all.
Thanks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Anyway, it is clear NS is becoming better and better. Flayra is going on the right path. However, before I do any senseless I&E posting, I need to get some things figured out.
Exactly which marine weapons are affected by upgrades and which are not?
Standard Marine Guns
LMG
Shotgun
HMG
Grenade Launcher
Secondary Marine Weapons
Pistol
Knife
Hand Grenade
Mines
Welder
Structures
Turrets
Seige Turrets
It would help if someone experienced could tell me exactly which of the above are affected by marine upgrades.
I was thinking about posting in the I&E Forum about slightly improving the hand grenade and tweaking the time it takes to prime it, but I didn't really find any similar posts using the search engine. Much of what turned up didn't relate to the Hand Grenade at all.
Thanks <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Comments
Just enter weapons in and see if its effected.
For example, a Mine (125 damage) should leave a 1-Hive L3 Carapace Skulk (effectively 130 health) with 5 HP, not 12. It follows that most of the calculations involving Alien armor are slightly off.
Are you taking into consideration Hive armor buffs?
Are you taking into consideration Hive armor buffs? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I looked at it closely. I made sure it was at 1 hive when I entered it in, and I observed the same thing Verthandi did. I also tried a w0 lmg versus a 1-hive carapace skulk. After 13 bullets, the skulk had 1 hp left according to the display, but it didn't go on to show the 14th bullet. (It did show the second mine that was needed to kill a carapace skulk.) It seemed like it knew the skulk was dead, but the numbers weren't displaying correctly.
If I recall they affect the first shot on turrets, but due to a bug listed in the bug tracker they only deal 10 dmg after the first shot.
Hope this didn't change since the last version. Don't want to spread wrong information.
If I recall they affect the first shot on turrets, but due to a bug listed in the bug tracker they only deal 10 dmg after the first shot.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
If by first shot you mean the first shot in the turret's lifetime, then that did not appear to be correct. I tested (just now) specifically that, and it always did 10 damage.
<!--QuoteBegin-Tyrain+Jan 10 2005, 06:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tyrain @ Jan 10 2005, 06:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Remeber that Armor is not = Health. Having 100 Healt and 100 Armor means you can take about 220 dmg (very unaccurate number but it should do the trick). The more armore you have the higher is the damage absorption. So if you loose some armor you loose more health.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
That might make sense realistically, but it isn't correct. Amount of armor affects neither the damage absorption of the armor nor its damage negation; it never has. Both are dependent solely upon upgrades/tech. At 0 or 1 hives, armor absorbs 70% of incoming damage, and negates 50% of that. At 2 hives, armor absorbs 80% of incoming damage, and negates 60% of that. At 3 hives, armor absorbs 90% of incoming damage, and negates 66.7% of that. For marines, absorption is 70% normally or 95% with heavy armor, and negation is a constant 50%.
technically they can be timed right "now" (my last real experience was beta 4 unfortunately) and i have got a few satisfying perfectly timed aimed etc explosions but let's let the player hold onto the grenade while the timer is going instead of always tossing it out right away