How does armor work?
Tieom
Join Date: 2002-10-31 Member: 1774Members
<div class="IPBDescription">Protection percentages and such</div>Well, I've been lurking (Or should it be 'lerking'?) these forums for a while, but with release tomorrow I thought I might as well register and ask a question:
What does the 'protection percentage' of armor mean?
Ex. Standard marine has 50 armor with 30% protection. He gets hit for 10 damage. What happens?
1. The armor absorbs 30%, going down to 47, and the next 7 passes through for health damage
2. The armor nullifies 30% and takes 7 (Heavy armor (95%) would be waaay too powerful under this system)
3. The armor takes up to 15 damage (30% of 50), which is all of it, the next hit is only up to 12 damage (30% of 40)
4. The protection % doesnt mean anything, or is talking about hitboxes
5. The armor has a 30% chance of absorbing all 10 damage
6. Something else
7. A combination of the above
Another (Shorter) question:
Since spawning a marine costs nothing, what's the incentive for dropping health kits? Especially early in the game when no new weapons have to be purchased, or when the dying marine has the default loadout.
What does the 'protection percentage' of armor mean?
Ex. Standard marine has 50 armor with 30% protection. He gets hit for 10 damage. What happens?
1. The armor absorbs 30%, going down to 47, and the next 7 passes through for health damage
2. The armor nullifies 30% and takes 7 (Heavy armor (95%) would be waaay too powerful under this system)
3. The armor takes up to 15 damage (30% of 50), which is all of it, the next hit is only up to 12 damage (30% of 40)
4. The protection % doesnt mean anything, or is talking about hitboxes
5. The armor has a 30% chance of absorbing all 10 damage
6. Something else
7. A combination of the above
Another (Shorter) question:
Since spawning a marine costs nothing, what's the incentive for dropping health kits? Especially early in the game when no new weapons have to be purchased, or when the dying marine has the default loadout.
Comments
The advantage of dropping medpacks would probably be to keep an offensive going or help with a defensive stand. Free respawns may make it seem like it's better to just let the basically equipped Marine die, but he'd still have to run back to the fight. By the time he gets there everyone else may be running back as well.
That is the manual that link has all the answers your looking for about the armour question.
[EDIT]: You know what nm im an idoit that didnt answer your question i will look for the post where the answer is[/EDIT]
[EDIT2]: Ok read coils post that should explain it somewhat <a href="http://www.natural-selection.org/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=1;t=7417;st=10" target="_blank">http://www.natural-selection.org/cgi-bin....7;st=10</a> [/EDIT]
Also, health kits can be very useful not only if your marines are far from the base, but also if they have expensive equipment. Remember, buying HMG's for the team is a pretty costly investment, so making your HMG squadron last as long as it can is a pretty high priority. The same goes for equipment like jetpacks or heavy armor(although they generally last really long anyway.)
Give and take my friend, give and take.
*will most likely end up as a Scout or Skirmisher*
WHat do you think they've been playtesting the last few monthes for?
Anyways, won't you run out of health before you run out of armor (until lvl1 armor is researched, giving, IIRC, 65% protection)?
Anyways, from reading the manual again it would seem the point of health packs/kits/whatever is that when a marine dies, it takes about 15 seconds for him to be respawned. With even teams, having a guy (Or two) die because you didn't ply them with drugs, er, nanobots, means that the aliens have a (Temporary) one-up on you.
Personally, I think there should be a building, like the armory, that dispenses healthkits, SLOWLY, like 1 every 15 seconds, to a maximum of 4 in storage at a time. Just to give the commander a bit of relief.
Question:
In the manual, it says that dropped weapons are 'recycled' by the nano-grid after 30 seconds or so. If the weapon isn't one of the 'defaults', are some or all of the resources reclaimed? Or are they just simply gone?
Also: Will commander-produced ammo and healthkits be 'recycled' in the same way?
If not, creating a stockpile of these at bases would be wise. <- stating the obvious
Question #2:
Will there be a limit on the number of turrets (For either side) producable? Besides space, I mean...
In the manual, it says that dropped weapons are 'recycled' by the nano-grid after 30 seconds or so. If the weapon isn't one of the 'defaults', are some or all of the resources reclaimed? Or are they just simply gone?
Also: Will commander-produced ammo and healthkits be 'recycled' in the same way?
If not, creating a stockpile of these at bases would be wise. <- stating the obvious
Question #2:
Will there be a limit on the number of turrets (For either side) producable? Besides space, I mean...<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
I don't actually think it would be wise to have a stock pile. You choose when heavy weapons are nessarsary (sp?) as the commander, and when to hold off and purchase upgrades, etc. A huge pile of weapons could end in someone ramboing around with HMGs and Grenade Launchers. To stop the ramboing is the fact that only people that have shown they work as a team will be blessed with new weapons by the commander. Not sure if you get RPs back or not.
For question 2 I've never heard of a pt reaching this limit if it exists.