DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
As far as I understand the code, it doesn't. Every damage event calls LiveMixin:TakeDamage --> GetDamageByType, which reads global damage modifiers from kDamageTypeGlobalRules, which contains ApplyTargetModifiers --> Alien:ComputeDamageOverride, which subtracts hide armor from damage.
I feel like the FT would be a much better weapon against later lifeforms if it bypassed Hide Armor; this could scale up its usefulness without making it imbalanced against Skulks. It would also go a long way towards making it more worth its cost, and makes a lot of sense for the way it does damage.
<!--quoteo(post=1924205:date=Apr 11 2012, 06:40 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Apr 11 2012, 06:40 PM) <a href="index.php?act=findpost&pid=1924205"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good, screw 'em. FTs are useless enough against the Oni stompmageddon as it is.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nah FT are very effective against an onos, if 2 or more marines hit em, because they will heat em up faster so that he takes alot more DMG. And if you see an onos do a stomp just jump and enjoy your freedom.
<!--quoteo(post=1924207:date=Apr 11 2012, 12:46 PM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Apr 11 2012, 12:46 PM) <a href="index.php?act=findpost&pid=1924207"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nah FT are very effective against an onos, if 2 or more marines hit em, because they will heat em up faster so that he takes alot more DMG. And if you see an onos do a stomp just jump and enjoy your freedom.<!--QuoteEnd--></div><!--QuoteEEnd--> I thought FTs did flat damage? Or do you mean that they stack afterburn damage? Either way, even if you dodge the stomp, the Onos can just walk up to you and murder you due to your close range requirement and even-slower-than-normal speed.
Onoses need energy too, and if they stay too long against a flamethrower they can be in serious trouble. Once your bar drains the flames make it difficult to even attack. A FT marine is obviously never going to solo an Onos though.
<!--quoteo(post=1924183:date=Apr 11 2012, 11:44 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Apr 11 2012, 11:44 AM) <a href="index.php?act=findpost&pid=1924183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hide armor ALWAYS applies. but, since the flamethrower deals quite high damage per "hit", it is not as much influenced by it as the Rifle for example.<!--QuoteEnd--></div><!--QuoteEEnd--> This is the opposite of how I figured hide armor would work, since I thought flamethrowers did damage in a relatively constant stream. I think this is another way that hide armor is really unintuitive... Frankly I think it would be easier to understand if the rule was just that Onoses took reduced damage from early game weapons(namely Rifle and Shotgun) and that was that.
Wasn't that the point of having early weapons deal Light damage, which is less effective against armour, and then giving the Onos tons of armour? Why do we have hide armour on top of that?
<!--quoteo(post=1924263:date=Apr 11 2012, 03:20 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Apr 11 2012, 03:20 PM) <a href="index.php?act=findpost&pid=1924263"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wasn't that the point of having early weapons deal Light damage, which is less effective against armour, and then giving the Onos tons of armour? Why do we have hide armour on top of that?<!--QuoteEnd--></div><!--QuoteEEnd--> Because Shotguns can't counter <b><i>everything</i></b> in the game! ...yet.
Not true. A SG shots 10 shells, each can do max DMG of 20 and min DMG of 1. So depending on the range you will do 0 DMG against an onos and the LIGHT-damage type diesn't help either.
Schimmel explaining it better:
<!--quoteo(post=1921337:date=Apr 3 2012, 10:21 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Apr 3 2012, 10:21 AM) <a href="index.php?act=findpost&pid=1921337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hide armor reduces any incoming damage by a fixed amount. for the onos that means -5 now (-6 before). that means weapons which have low dmg output (but maybe high fire rate) will suffer the most from hide armor. in build 202 rifle damage (not upgraded) was reduced by 60% due to hide armor, now it is 50%. and since shotgun deal light damage and each pellet is threaned individually, hide armor and the general high armor amount of the onos make shotguns actually the weakest weapon against him.
edit: if you have more questions about damage calculations you can check "DamageTypes.lua". i wrote that file very easy to read, just start reading at line 287 'BuildDamageTypeRules()' and you see what i mean<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1924294:date=Apr 11 2012, 04:47 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Apr 11 2012, 04:47 PM) <a href="index.php?act=findpost&pid=1924294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->right, but a point blank shotgun attack will fare much better than LMG at any distance.<!--QuoteEnd--></div><!--QuoteEEnd--> Its user, however, will likely not.
Also, shouldn't the flamethrower have a splash effect to the point where it hits? It feels and seems quite silly that I have to hit so damn precisely with a flamethrower, feels like I'm just using lmg that shoots poison bullets.
Hm... we seem to be dancing around thie question of what does the flamethrower do. Can someone answer that? What is it's role and what are the numbers.
I personally haven't been able to use them effectively since pre b200ish. The <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Flamethrower" target="_blank">wiki article</a> seems to match my experiences pre build 200, where I found it to be effective against fade's because of the energy sapping (I guess shadowstep has mitigated that) and against lerks who would catch fire relatively easily and be dealt DOT. It feels muuuch harder to ignite something now. No chance to ignite a lerk and I've even had trouble igniting a crag. Crags are stationery o_o
FT isn't really counter-fade anymore with Shadow Step. It slows down Oni a bit, but it's also suicide to try and light one of them with such a big, slow, (weak,) obvious weapon; they'll just murder you and leave when they run out of energy. Lighting Lerks is a pain, and its last nerf was specifically because it was too powerful against Skulks.
Honestly, the FT is just a waste of res right now. I don't even see pub commanders researching them.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited April 2012
Shadow step also has an energy cost, albeit a very small one. I think the FT in general is ok, but I have to admit I think the price is wrong for the FT. It is a distinct use weapon, like the GL, not a general purpose killing tool. The SG should be the 30 res weapon, but with normal rather than light damage, and the FT should be 20 res, but still tied to upgrades in the same way.
<!--quoteo(post=1924394:date=Apr 11 2012, 07:41 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Apr 11 2012, 07:41 PM) <a href="index.php?act=findpost&pid=1924394"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shadow step also has an energy cost, albeit a very small one. I think the FT in general is ok, but I have to admit I think the price is wrong for the FT. It is a distinct use weapon, like the GL, not a general purpose killing tool. The SG should be the 30 res weapon, but with normal rather than light damage, and the FT should be 20 res, but still tied to upgrades in the same way.<!--QuoteEnd--></div><!--QuoteEEnd--> Now this I could get behind. The Shotgun counters just about everything in the game, while also costing less than any other weapon. Flipping these costs would go a long way towards balance.
<!--quoteo(post=1924420:date=Apr 12 2012, 11:27 AM:name=TheIcarusKid)--><div class='quotetop'>QUOTE (TheIcarusKid @ Apr 12 2012, 11:27 AM) <a href="index.php?act=findpost&pid=1924420"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I actually find it quite difficult to write on crags...<!--QuoteEnd--></div><!--QuoteEEnd--> Oh I see, you thought I meant station<i>a</i>ry. No, sir. I was referring to <a href="http://www.amazon.co.uk/allen-crags-Stationery-Office-Supplies/s?ie=UTF8&keywords=Allen%20Crags&rh=n%3A192413031%2Ck%3AAllen%20Crags&page=1" target="_blank">Allen Crags Stationery Office Supplies</a>.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--quoteo(post=1924399:date=Apr 12 2012, 01:45 AM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Apr 12 2012, 01:45 AM) <a href="index.php?act=findpost&pid=1924399"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now this I could get behind. The Shotgun counters just about everything in the game, while also costing less than any other weapon. Flipping these costs would go a long way towards balance.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've made a post in the balance mod topic <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=115099&view=findpost&p=1924405" target="_blank">here</a> to suggest these changes to see how they play out. I'm not sure if they will go for it or not.
<!--quoteo(post=1924456:date=Apr 11 2012, 09:51 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Apr 11 2012, 09:51 PM) <a href="index.php?act=findpost&pid=1924456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've made a post in the balance mod topic <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=115099&view=findpost&p=1924405" target="_blank">here</a> to suggest these changes to see how they play out. I'm not sure if they will go for it or not.<!--QuoteEnd--></div><!--QuoteEEnd--> I'm not really well versed on the balance mod. I've generally been against modding in balance changes because it results in us, the beta testers, testing games different than what UWE releases for us to test and expects feedback on; schimmel is a developer on that mod, though, so now I just don't know what to think :/
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
It's a mod that's used to test changes to the main game in the sake of balance. It's only running on one server as far as I'm aware. Schimmel/Sewlek doesn't work on it anymore.
<!--quoteo(post=1924489:date=Apr 12 2012, 05:24 AM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Apr 12 2012, 05:24 AM) <a href="index.php?act=findpost&pid=1924489"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's a mod that's used to test changes to the main game in the sake of balance. It's only running on one server as far as I'm aware. Schimmel/Sewlek doesn't work on it anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->
QFT. The only seever running the mod is Heidisbalancefarm and [HBZ]dePARA does the changes. IMO it's the best balanced server atm. Also I am glad that a Balance Mod exists, because there were alot of builds that ###### up the balance massively! F.e. Too low energy costs for blink, Lerk spore DMG when they First implemented it doing only HP dmg, ex gorge BB DMG, and alot more. Without the mod the games were unplayable on one side of a team.
Comments
Every damage event calls LiveMixin:TakeDamage --> GetDamageByType, which reads global damage modifiers from kDamageTypeGlobalRules, which contains ApplyTargetModifiers --> Alien:ComputeDamageOverride, which subtracts hide armor from damage.
Nah FT are very effective against an onos, if 2 or more marines hit em, because they will heat em up faster so that he takes alot more DMG. And if you see an onos do a stomp just jump and enjoy your freedom.
I thought FTs did flat damage? Or do you mean that they stack afterburn damage? Either way, even if you dodge the stomp, the Onos can just walk up to you and murder you due to your close range requirement and even-slower-than-normal speed.
<!--quoteo(post=1924183:date=Apr 11 2012, 11:44 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Apr 11 2012, 11:44 AM) <a href="index.php?act=findpost&pid=1924183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hide armor ALWAYS applies. but, since the flamethrower deals quite high damage per "hit", it is not as much influenced by it as the Rifle for example.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is the opposite of how I figured hide armor would work, since I thought flamethrowers did damage in a relatively constant stream. I think this is another way that hide armor is really unintuitive... Frankly I think it would be easier to understand if the rule was just that Onoses took reduced damage from early game weapons(namely Rifle and Shotgun) and that was that.
Because Shotguns can't counter <b><i>everything</i></b> in the game! ...yet.
Hide armor hurts LMG more than shotguns.
Not true. A SG shots 10 shells, each can do max DMG of 20 and min DMG of 1.
So depending on the range you will do 0 DMG against an onos and the LIGHT-damage type diesn't help either.
Schimmel explaining it better:
<!--quoteo(post=1921337:date=Apr 3 2012, 10:21 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Apr 3 2012, 10:21 AM) <a href="index.php?act=findpost&pid=1921337"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hide armor reduces any incoming damage by a fixed amount. for the onos that means -5 now (-6 before). that means weapons which have low dmg output (but maybe high fire rate) will suffer the most from hide armor. in build 202 rifle damage (not upgraded) was reduced by 60% due to hide armor, now it is 50%. and since shotgun deal light damage and each pellet is threaned individually, hide armor and the general high armor amount of the onos make shotguns actually the weakest weapon against him.
edit: if you have more questions about damage calculations you can check "DamageTypes.lua". i wrote that file very easy to read, just start reading at line 287 'BuildDamageTypeRules()' and you see what i mean<!--QuoteEnd--></div><!--QuoteEEnd-->
Its user, however, will likely not.
I personally haven't been able to use them effectively since pre b200ish. The <a href="http://www.unknownworlds.com/ns2/wiki/index.php/Flamethrower" target="_blank">wiki article</a> seems to match my experiences pre build 200, where I found it to be effective against fade's because of the energy sapping (I guess shadowstep has mitigated that) and against lerks who would catch fire relatively easily and be dealt DOT. It feels muuuch harder to ignite something now. No chance to ignite a lerk and I've even had trouble igniting a crag. Crags are stationery o_o
Honestly, the FT is just a waste of res right now. I don't even see pub commanders researching them.
Now this I could get behind. The Shotgun counters just about everything in the game, while also costing less than any other weapon. Flipping these costs would go a long way towards balance.
I actually find it quite difficult to write on crags...
Oh I see, you thought I meant station<i>a</i>ry. No, sir. I was referring to <a href="http://www.amazon.co.uk/allen-crags-Stationery-Office-Supplies/s?ie=UTF8&keywords=Allen%20Crags&rh=n%3A192413031%2Ck%3AAllen%20Crags&page=1" target="_blank">Allen Crags Stationery Office Supplies</a>.
It's the glue. It doesn't like being set on fire.
Also, shuddup.
I've made a post in the balance mod topic <a href="http://www.unknownworlds.com/ns2/forums/index.php?s=&showtopic=115099&view=findpost&p=1924405" target="_blank">here</a> to suggest these changes to see how they play out. I'm not sure if they will go for it or not.
I'm not really well versed on the balance mod. I've generally been against modding in balance changes because it results in us, the beta testers, testing games different than what UWE releases for us to test and expects feedback on; schimmel is a developer on that mod, though, so now I just don't know what to think :/
QFT.
The only seever running the mod is Heidisbalancefarm and [HBZ]dePARA does the changes.
IMO it's the best balanced server atm.
Also I am glad that a Balance Mod exists, because there were alot of builds that ###### up the balance massively! F.e. Too low energy costs for blink, Lerk spore DMG when they First implemented it doing only HP dmg, ex gorge BB DMG, and alot more.
Without the mod the games were unplayable on one side of a team.