The Problem With Carapace...

BroodeBroode Join Date: 2002-11-22 Member: 9605Members
<div class="IPBDescription">Why it seems too powerful</div> It seems the carapace bug of versions past still exists....

First of all, I'd like to direct you to <a href='http://www.geocities.com/kitsune/104stats.htm' target='_blank'>this</a> site, a very accurate analysis of the damage done to health and armour in 1.04, and I will be using it as a primary source.


It would be hard not to notice the standard D>M>S order that you see in nearly every game nowdays, and likewise it would be hard not to notice the insane overusage of carapace that dictates this order. As we all know, its because carapace is just so darn effective, and most of us probably couldn't imagine killing marines without it. According to my <a href='http://www.geocities.com/kitsune/104stats.htm' target='_blank'>source</a>, it more than doubles the longevity of all five classes, with the fade reaping the most benifit at a 265% gain of lifespan over the non-carapaced model. We have all come to accept this as 'the way it is', and have built our tactics around it. If this continues, future versions could possibly be balanced around this assumption that all aliens can have more than twice of their intended life, throwing off the balancing process.

If you can remember back to 1.03, there was a large carapace bug that stopped a large percentage of damage reaching the aliens, completely overpowering fades and throwing off the midgame. Thankfully, 1.04 came along, fixed the bug and fades and other carapaced aliens were put back to their rightful place.

Or were they?

What follows is what I believe is discrepancies in the numbers involving damage done to aliens at different carapace levels.

<b>NO CARAPACE:</b>

First of all, armour works by taking a certain percentage of damage away from the damage done to health, halving it, then subtracting the result from your armour value. For no carapace aliens, this percentage is 30%.

For example, a 10 damage lmg bullet would do 7 damage to health and 1.5 damage to armour.

As armour works by just halving the damage applied to it, the Effective Hit Points (ehp) of the armour can be found by doubling the armour value.

For example, a 70hp skulk with 10ar has 90ehp.

This value of 90ehp should take 9 lmg bullets (10 damage) to deplete, and indeed it does, as the <a href='http://www.geocities.com/kitsune/104stats.htm' target='_blank'>source</a> shows.

So far, we can see no problems with the system. It's all working as it should be.

<b>WITH CARAPACE</b>

According to the manual and various other sources, level 3 carapace should absorb 60% of incoming damage directly to the armour.

However, this does not change the fact that the ehp for the armour is still twice the armour value - it still negates the same 50% of incoming damage.

So, therefore, a 70hp skulk with 30ar would have 130ehp.

Theoretically, this level 3 carapace skulk would take 13 lmg bullets to kill. Why then, does it take 19?

19 bullets would equal somewhere between 180-190ehp. If the skulk should only take 130 damage, where does this extra 60 damage go?

As the health values shouldn't be affected by carapace, the theorectical skulk has 60armour ehp and the real skulk has 110-120armour ehp.

It appears that the armour is soaking up twice as much damage on carapace level 3 than it should. Using similar logic, carapace levels 1 & 2 both absorb about 50% more than they should do.


Where, then, does this extra damage negation come in? Is this truly how carapace is intended to work? If it is, I've just wasted several hours of my time writing this and going through the numbers. If that is the case I can say here that I believe that carapace is too powerful at the moment, and needs to be dulled down for the sake of more diversified gameplay. However, if this is not intended, then perhaps this has been the problem with carapace all along. Perhaps this is why carapace has always dominated. Or maybe I'm just reading too much into this.

Comments

  • BlueTorpeedoBlueTorpeedo Join Date: 2003-03-10 Member: 14359Members
    Interesting analysis... one of the few long posts actually worth reading...

    Your probably right about the Carrapace data, but I personnally like it the way it is now and dontt hink it should change. Maybe someone whos knows for certain how its programmed can comment on this...

    BTW, I almost always go regeneration or redemption, NEVER carrapace myself. I get Redemption if im gorg or skulk (its like respawning without delay and you can suicide rush 2x often), and regen if im fade , lerk or onos. I only get carrapce if im in REALLY heavy fighting and theres def chambers everywhere. Therefore, I dont have too much to base my opion on I guess.
  • n00by_doon00by_doo Join Date: 2003-01-21 Member: 12534Members
    edited April 2003
    The amount of damage armour suffers depends on the level of carapace. Initially every 2 hp of damage diverted to armour drops the armour by 1, but at level three about every 4 damage absorbed only takes away 1 point. Factor in rounding errors, especially versus small callibre weapons like the lmg, and the numbers get a bit screwy (check out the lerk).

    I totally agree about the over effectiveness of cara though - it's just too useful too often. Almost every other ability has its uses and situations where it is of little help, but cara gives a concrete 'across the board' increase in effectiveness. Never leave home without it!*

    I'd like to see a boost to all aliens base 'hit points', and a reduction in the benefits of cara to even things out a little, but we need to wait and see what 1.1 has in store really.

    <span style='font-size:8pt;line-height:100%'> * Don't bother listing your elite regen/redemp strats here; yes - there are exceptions.</span>
  • DizzyOneDizzyOne BASS&#33; Join Date: 2002-11-17 Member: 9095Members
    if u are talking about carapace u should also be talking about gun upgrades <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    Funny that I myself was thinking about this question just the other day and couldn't figure out why the skulk didn't go down in 13 shots....
    Anyhow about the carap being too strong I really don't know. In my experience uncarapaced aliens especially skulks and lerks are <b><u> rediculessly </u></b> weak (There is no problem killing 3 skulks and still be able to kill another with pistol during early game), however the carapaced aliens can be extremely strong and thus hard to kill.... Maybe by upgrading uncaraped aliens and downgrading carapaced would solve the problem?
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Umm, you have a dated link there dude. You want the 104<b>E</b> stats on this page <a href='http://www.geocities.com/kitsune/104estats.htm' target='_blank'>here</a>. I think you'll find the numbers come more in lines with what you expect.

    Regards,

    Savant
  • KeyserKeyser Join Date: 2003-02-15 Member: 13591Members
    The period of time right after carapace and before upgrades for marine are really tough. I really have trouble dealing with a skulk with carapace, let alone two or three. On the other side if I'm in a skulk in a similiar situation I can rack up 2-3 marine kills.

    I only use carapace on a skulk though, redemption is totally useless in my opinion, you have less of a chance do any real damage if by chance redemption actually works. Redemption for gorges, carapace for skulks, regen/cara for lerks and fades, and redem/regen for onos. Those are probably the best combos. If you really wanna hold on to your fade, then you could have redem, but that limits its effectiveness alot.
  • BroodeBroode Join Date: 2002-11-22 Member: 9605Members
    <!--QuoteBegin--XCan+Apr 11 2003, 04:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Apr 11 2003, 04:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Maybe by upgrading uncaraped aliens and downgrading carapaced would solve the problem? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    My thoughts exactly.

    <!--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-->Umm, you have a dated link there dude. You want the 104E stats on this page here. I think you'll find the numbers come more in lines with what you expect.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hmm, it seems I have overlooked that page, but the numbers are still iffy. Level 3 carapace skulks can now take 160 damage, which is still an extra 30 damage disappearing. And, with these new stats, the skulk and the onos are the only ones that are not doubled in effectiveness, and it still means the insane boost of 224% to the fade's lifespan.


    And dizzy.souls, I did factor in upgrades in my calaculations, but the numbers weren't any different so I didn't bother to mention it (dont forget; 3 def chambers + 1 upgrade is 44 res, arms lab + 3 upgrades is 165 res, not to mention the minimum 6 minutes research time; theres gonna be level 3 carapace aliens vs vanilla marines for a long while).
  • DurikkanDurikkan Join Date: 2002-12-11 Member: 10625Members
    edited April 2003
    This is all intentional. Each level of carapace reduces the weapons damage by 10% before the armor calculation is made

    You said you thought 13 bullets should kill when it takes 19? well, (13 / (100% - 70%) ) =18.6 rounded up to 19, which explains why it takes 19.

    Here's a quick breakdown by level

    Level 0 carapace : 70% of damage goes to health, 15% goes to armor
    Level 1 carapace : 10% of damage negated, 54% of damage goes to health, 18% to armor
    Level 2 carapace : 20% of damage negated, 40% of damage goes to health, 20% goes to armor
    Level 3 carapace : 30% of damage negated, 28% of damage goes to health, 21% goes to armor

    Edit: Or at least, this is how it all worked last time I checked, I doubt it's changed since then.

    Edit 2 : The "Carapace bug" was when the negation would still work even after all of the armor was gone, which was fixed a while back so that the negation stops when the armor hits 0.
  • fewfew Join Date: 2003-04-02 Member: 15128Members
    good thread hehe fun to read thanks for the info <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    Armor is too good to not have on you.

    Especially if 10, 20, and 30% of the damage is negated for each increase in level above 0 respectivly. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    it's just <i>too</i> good for aliens.

    265% better life expectancy? anyone who wouldn't want that HAS to be insane! hell, i'd take it even! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->


    i wonder what NS would be like if there was no carapace upgrade and all the aliens are as strong as if they had it on all the time w/o the damage <b>negation</b> though, that stuff just seems whack... maybe Movement or Sensory would be even, and defence second! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
  • RionRion Join Date: 2002-11-08 Member: 7752Members
    I really can't even imagine myself attacking a marine without carapace... without it=9 un upgraded LMG bullets is a kill.. that's extremely easy to do even for an amature. 19 LMG bullets is a bit tougher.. yet still possible.. I actually find carapaced skulks to be perfectly fine for how powerfull they are. Slightly to strong for the amature.. but against marines who can aim...
  • cildencilden Join Date: 2003-03-31 Member: 15090Members
    Oh give me a break
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    I think, as marines have got better & better, the 'issue' (it's not a problem, IMO, but people see it as such) is that it's not cara'd skulks are too good, it's that un-cara'd skulks are awful. They're a farce against most marines now. (On Warservers, until they get cara, most of the regs go where they like, and ignore the Kharaa, cos they just aren't scary)

    We've all played long enough now to <b>know</b> what tricks they'll try & pull, be able to <b>guess</b> what areas they'll try & ambush or drop on you from, and we're <b>aware</b> of map & vent layout. Personally, I don't think cara should be nerfed. One cara'd Skulk (bad players not withstanding) vs one unupgraded marine is now about 60-40 to the Skulk. That's a good ratio IMO.

    Possibly a help for the uncara'd ones? Or make the other two upgrades more worthwhile? By and large, I'll take cara for even Gorge, because why warp out, when I can just KILL the marine? And if there's a group, well, I was obviously not playing the Gorge right, and I was too close to large teams of marines, and also the Skulks weren't defending right. (Yes, the Kharaa are <b>meant</b> to be on the defensive, remember?)

    Oh, and Lerk is just a cara necessity. Sad, but true.

    - Shockeh
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    I made at least 5 posts when 1.04 came out,saying that the bug wasnt totally fixed.......apparently the dev team ignored it because there is absolutely NO mention of that bug being fixed in 1.1.Of COURSE its not final,but you would have thought something so important would have been mentioned already.As of now,the impression im getting is that the devs think that its fixed,when its not.

    Armor should NOT negate damage.How would you like it if a marine with armor could negate damage from the kharaa?I have a strange feeling that 90% of the people claiming that the negation bug is a feature and that it is NECESSARY,will NOT support it for the marines.

    To all saying that the skulk is too weak at 130 HP without the bug : half life engine enforces maps with a LOT of CQB areas.The skulk is a CQB creature,with a 75 damage weapon.All you have to do.This shouldnt be a probelm.Compare the amount of medium range areas in NS maps(marine advantage) to CQB areas(kharaa advantage).THEN tell me its unfair.

    This is a VERY serious bug and should be immediately fixed.
  • Bishop_GantryBishop_Gantry Join Date: 2002-11-04 Member: 6861Members
    what are you talking about fades goes down so fast it aint funny...
  • QuestionQuestion Join Date: 2002-11-18 Member: 9180Members
    <!--QuoteBegin--Bishop Gantry+Apr 12 2003, 08:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bishop Gantry @ Apr 12 2003, 08:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what are you talking about fades goes down so fast it aint funny... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    What are YOU talking about?When im a fade it takes ages for the marines to kill me.
  • n00by_doon00by_doo Join Date: 2003-01-21 Member: 12534Members
    Actually, without cara fades are damn weak. I keep trying the redemption fade since it gets so much press, but I'm forever teleporting back to the hive. Maybe it's my playstyle (charge!...) but I MUCH prefer cara. Only if I gest just before the hive gets knackered do I consider redempt. Or if I know we are way behind on res nodes.
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    <!--QuoteBegin--Savant+Apr 11 2003, 04:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Apr 11 2003, 04:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Umm, you have a dated link there dude. You want the 104<b>E</b> stats on this page <a href='http://www.geocities.com/kitsune/104estats.htm' target='_blank'>here</a>. I think you'll find the numbers come more in lines with what you expect.

    Regards,

    Savant <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Just restating what you said because you are correct. These are the current damage levels in the final version of 1.04, not the ones stated in the first post.

    About armor negating damage, I am not sure about, since I never really tested it, but I think this happens in other mods as well (but as I said, I am not sure). Its also a bit more relistic, because not ALL bullets will hit your flesh, sometimes the armor will actually work and stop the bullet from ever touching you.
  • TieomTieom Join Date: 2002-10-31 Member: 1774Members
    This seems like exactly the sort of thing that would be fixed by switching from the current 'all 3 levels, 1 chamber type/hive' system to the proposed 'all 3 chamber types, 1 upgrade level/hive' system. Level 3 cara is pretty great, but level 1 is hardly impossible to beat down. If the aliens get two hives, they'd get harder to kill.
  • CruzzCruzz Join Date: 2002-11-17 Member: 9007Members
    <!--QuoteBegin--Question+Apr 12 2003, 07:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Question @ Apr 12 2003, 07:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> To all saying that the skulk is too weak at 130 HP without the bug : half life engine enforces maps with a LOT of CQB areas.The skulk is a CQB creature,with a 75 damage weapon.All you have to do.This shouldnt be a probelm.Compare the amount of medium range areas in NS maps(marine advantage) to CQB areas(kharaa advantage).THEN tell me its unfair. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    *cough*

    motion tracking
    unlimited jetfuel
    legs immune to damage when attacked from below
    atleast a part of a marine is immune to damage when crouched

    The thing is, should a marine know how to properly take advantage of the "features" in the game he will win against carapaced skulks a lot more than carapaced skulks will win against him in a duel. I'd rather be a marine for any battle except one with a lot of people crammed into a small room than a skulk. Including close quarters.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited April 2003
    Armor is <i>not</i> an extension of life. That's why it's called <i>armor</i>.

    But I agree with the idea that uncarapaced aliens need a bit of work
  • abtmabtm Join Date: 2003-04-08 Member: 15337Members
    I think that for the most part, the bug does exist -- however; I think the original intention was for caraspace to provide a level of protection against a similar level weapon upgrade for marines. Perhaps a level2 weapon upgrade should be able to defeat a level1 caraspace and thus higher up weapons the same is true ?
Sign In or Register to comment.