Gecko_God_Of_Dooom
May 11 2005, 02:27 AM
okay, so instead of marines getting 20 armor per armor upgrade they get 25.
here is how it will work out
at A0=Marine takes 3 bites to kill or a total of 160 damage (2 focus bites) H100,A30
at A1=Marine takes 3 bites to kill or a total of 210 damage (2 focus bites) H100,A55
at A2=Marine takes 4 bites to kill or a total of 280 damage (2 focus bites) H100,A80
at A3=Marine takes 5 bites to kill or a total of 310 damage (3 focus bites) H100,A105
not only does it allow A3 to be usefull, it doesn't effect A1 or A2 to take more bites. Plus it makes medpacking that much more usefull.
Okay here is the damage layout.
| CODE |
Skulk A0 A1 A2 A3 Bite0 100,30 100,55 100,80 100,105 Bite1 77,4 77,29 77,54 77,79 Bite2 10,0 54,03 54,28 54,53 Bite3 -65,0 -15,0 31,02 31,27 Bite4 DEAD DEAD -40,0 8,1 Bite5 DEAD DEAD DEAD -65,0 As you can see, they survive an xtra bite @A3, that is nullified if spored, or parasighted. lets look at fade now
Skulk A0 A1 A2 A3 Swip0 100,30 100,55 100,80 100,105 Swip1 71,2 71,27 77,54 77,79 Swip2 -5,0 46,0 53,26 53,51 Swip3 DEAD -34,0 33,0 29,23 Swip4 DEAD DEAD -47,0 -5,0 This produced interesting results. Now when you get A3 you can take another fade swipe,or Focus fade swipe, if you get a medpack after the 1st hit.
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If you stop by this thread, please post your opinion.
theclam
May 11 2005, 02:54 AM
Armor3 would take 5 bites, not including medpacks. This could be quite overpowered.
2_of_Eight
May 11 2005, 02:55 AM
Hmm. Right now, as you put it, it sounds like a great idea. However, I'm interested in the other effects it'll have - such as, number of fade swipes or whatever. Can you post those numbers? I'm not good with damage prediction and such
Gecko_God_Of_Dooom
May 11 2005, 03:01 AM
It would take a A3 marine 4 swipes to kill with a fade. how ever, if a marine get a medpack after the 2 swipe I think. He can survive a total of 5. basicly the marine could survive a total of 3 focus swipes if he reseaves a medpack after the first I think.
Ill come up with some better number tomorrow
To: TheClam.
The absolute soonest you would see armor3 would be 4:45 min into the game. but on average you would see this after the 2nd hive was up. which right now despratly needs a boost and that is what this is targeting.
schkorpio
May 11 2005, 03:25 AM
hmm then we might see comms getting armour 3 before weapons 3
PRTe
May 11 2005, 08:21 AM
overall i like this idea. makes armor 3 way less useless and maybe balance the game. however i would like to see how every alien weapon is affected by this, not just skulk bites, before making a final verdict
Gecko_God_Of_Dooom
May 11 2005, 07:07 PM
Does anyone know if the armor system rounds up or down.
Faskalia
May 11 2005, 07:14 PM
| QUOTE (Gecko God Of Dooom @ May 11 2005, 09:07 PM) |
| Does anyone know if the armor system rounds up or down. |
Damage is rounded up.
Gecko_God_Of_Dooom
May 11 2005, 07:46 PM
Posted chart comparing fade and skulk damage in first post
schkorpio
May 12 2005, 10:26 PM
hmm could be fun

but i think aliens would need a buff, like unchained chambers or something.
Richienz
May 13 2005, 02:14 AM
Looks overpowered if you ask me..
niaccurshi
May 13 2005, 03:47 AM
Skulks already have enough of a rough time if the marines are going down the armour route quickly. Marines winning is one thing, making the game utterly boring for everyone involved against them is another.
TheGivingTree
May 14 2005, 07:49 AM
" Skulks already have enough of a rough time if the marines are going down the armour route quickly. Marines winning is one thing, making the game utterly boring for everyone involved against them is another."
They do? I see single skulks taking out HA marines alot of times alone, never see a lmg marine solo a onos.
Ballisto
May 14 2005, 01:44 PM
| QUOTE (TheGivingTree @ May 14 2005, 02:49 AM) |
" Skulks already have enough of a rough time if the marines are going down the armour route quickly. Marines winning is one thing, making the game utterly boring for everyone involved against them is another."
They do? I see single skulks taking out HA marines alot of times alone, never see a lmg marine solo a onos. |
That's cause onos don't have to reload their hmgs

I like the armor idea a lot. As it stands, 2 hives = doom for marines because of leap and meta fades. This would help. Besides, EVERYONE has been spored at that point in the game, so this helps against that.
Taaketa
May 14 2005, 03:42 PM
Theres so many armour ideas out there right now that I'm not really in the mood to think apon the armour system... But one thing that is a simple request from me and is totally a comestic issue really. But I don't vannila rines should anymore than 100 armour.
Marines walking around with 105 armour just doesn't seem right in my head.. I don't know what it is about it... but yeah.. Thats my only gripe I like the idea... but I also like Church's armour thread as well
Gecko_God_Of_Dooom
May 17 2005, 09:29 PM
105 armor isn't much because its it can be hurt by spores. And you would see this after 2nd hive up, unless they A3 rush.. but also look at my other idea consered with sporing.
Cxwf
May 17 2005, 10:26 PM
| QUOTE (Faskalia @ May 11 2005, 02:14 PM) |
| QUOTE (Gecko God Of Dooom @ May 11 2005, 09:07 PM) | | Does anyone know if the armor system rounds up or down. |
Damage is rounded up.
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Damage (and health) is actually calculated out to several decimal places. Try sitting somewhere as a wounded skulk and watching yourself auto-regen. 2% of your health is 1.4 hp per tick...and if you watch, you'll regen 1, then 1, then 2, then 1, then 2, etc.
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