Effects Of Armor Bug Fix In 1.03

matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
<div class="IPBDescription">No much, really...</div> In 1.03, an alien without armor will no longer get the effect of the carapace damage negation (30% at lvl 3).

The effect this has on the aliens mainly depend on their health to armor ratio - if they have more than twice as much health as armor, they will be slightly easier to kill.

The following list shows how many unupgraded LMG bullets it takes to kill an alien with various carap levels

Skulk: 10/14/17/18, down from 10/14/17/20
Lerk: No difference (has armor left when dead), takes 24 LMG hits to kill @lvl3 carap
Fade: No carap: 29 lmg shots. lvl 3 carap: 73, down from 75.
Onos: No carap, 70 LMG shots, lvl 3 carap: 120 LMG shots, down from about 130 LMG shots

I didn't bother checking anything but lvl 3 carap for Fade and Onos ... not much chance of having less than lvl 3 when you get them.

Note that a non-carap Fade dies with about 89 pts of armor left.

Conclusion? Well, skulks go down 10% easier, fades about 2% easier and an ono about 8% easier.

Basically, nothing much has changed.

Comments

  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    If the bug is fixed, the most LMG shots it could <b>ever</b> take to kill an alien is [health + 2*armor]/10. With the Skulk that is [70 + {2*30}]/10 = 13. That's it. The most it could possibly take.

    If you find it takes more than 13 unupgraded LMG shots to kill a Skulk, you are a) missing or b) playing on a server where the bug has not been fixed.

    I can't be <u>sure</u> if the bug was fixed in 1.03 because I haven't tested it explicitly. Flayra says it is though, so until somebody comes in here and shows me tests that say otherwise I'll believe him.
  • TabrisTabris Join Date: 2002-11-02 Member: 4273Members
    Fixed.. saw it myself today.. possibly not with fade yet.. but with skulks the carapace was fixed.
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    <!--QuoteBegin--matso42+Nov 27 2002, 06:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ Nov 27 2002, 06:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Conclusion? Well, skulks go down 10% easier, fades about 2% easier and an ono about 8% easier.

    Basically, nothing much has changed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I'll take it.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    I can't say if your math is right, and likely won't get around to checking it myself, but for personal it seems skulks are significantly weaker than before.

    When I first started playing this evening, I hadn't read about v1.03 patch and joined one of the patched servers without reading it. Stepped into a room with some turrets as a skulk and boom, dead, instantly. It didn't take me long to figure out they released a new patch, though I was surprised fixing the armor for aliens weakened skulks as much as it seems to have.
  • BigrickBigrick Join Date: 2002-11-01 Member: 3750Members
    thats not how armor works Inexorable, but I cant be bothered explaining it.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Nor can I be bothered to believe you until you do.
  • KherasKheras Join Date: 2002-11-09 Member: 7869Members
    edited November 2002
    Is carapace upgrade supposed to give you full armor upon hatching from it? 'Cuz on the two servers I played today I had to regen it from a def tower before I got any armor....

    Kheras
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    edited November 2002
    With Carapace 3, 60% of all damage goes to armour. This damage is then halved. So, with all shots hitting from an unupgraded LMG, a Skulk (70 / 30) would take...

    10 damage = 4 health, 6 armour (3 after halving). Leaving it at 66 / 27 after one shot.

    9 more shots (10 total) would remove its armour totally. Another 40 health, 27 armour. Leaving it with 26 / 0 after ten shots.

    From here on, all damage is applied fully...IE...3 more shots to finish the kill at 10 damage each.

    Total: 13 shots to kill a fully-healed Carapace 3 Skulk as of 1.03.

    Pre-1.03 with the armour bug, 30% of all damage disappeared off the top with Carapace 3. Thusly, that 10-damage LMG shot would become 7 damage. Splitting the damage into 2.8 / 4.2 health and armour, respectively. The armour then halved to 2.1 damage.

    So it would take 15 shots to remove the Skulk's armour, inflicting 42 points of health damage.

    After this, it would take another 4 shots at 7 damage per shot (yes, 30% was still being absorbed after the armour was gone) to kill the Skulk.

    Total: 19 shots to kill a fully-healed Carapace 3 Skulk as of 1.02.

    The differences are even more pronounced for bigger Aliens.

    200/150 (Fade) = 50 LMG shots 1.03; 72 LMG shots, 1.02.
  • RazorClawRazorClaw Join Date: 2002-11-06 Member: 7413Members
    edited November 2002
    Catgirl have you actually tested that? Or is it just the way it should work in theory... If it actually is how it works I would not be surprise if it's marine ownage again...
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    If I could find a Marine team who knew which direction to point their guns, maybe it would be Marine-ownage; but since tonight I've been completely unsuccessful in that venture (in 6ish games) I'm seriously doubting it.
  • KidzeldaKidzelda Join Date: 2002-06-25 Member: 819Members
    I've only played two games on the new patch, and one time, aliens won, the other, marines won (I was on aliens then marines oddly enough <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> ). So far, for me, anyway, it's pretty balanced. But yes, I did notice that I was having less trouble killing skulks (and more trouble xenociding <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )
  • hameshames Join Date: 2002-11-12 Member: 8293Members
    With the marine armor bug fixed (not spawning with the correct upgrade), and now the skulk armor bug fixed skulks are not instant death. Kills are more based on skill and luck rather then being unkillable. After playing a few games, the marines have started winning more and more then the aliens. Its hard to take down resource nodes protected by turrets now and overall their effectiveness has decreased greatly. I feel that the marines have the upper hand now but I will have to play more games before I come to a better conclusion.
  • BlueeBluee Join Date: 2002-11-03 Member: 6286Members
    Yes, the marines do have an upper hand for now. Now, getting 3 Defense Chambers up early isn't as important as getting a second hive. And being a Fade isn't that great at all unless you have gorges who are doing field healing or are making competent healing outposts. Plus Lerk with Umbra.

    So it all comes down to that 2nd hive. Marines have two hives, the aliens really have **obscenity** to work with. Aliens have two hives, marines still stand a good chance if they use teamwork and coordination, but aliens also using teamwork and coordination will probably out Umbra-Fade-DefenseChamber your **obscenity** ;p

    I'd say it's MORE balanced, but it's gonna require more discipline from the alien team to win.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Carapace works in three ways: increases armor directly, increases amount of damage being absorbed by armor AND increasing damage negation (10/20/30% per carap).

    So, a pistol shot hitting a skulk with lvl 3 carap is first reduced 30% from 20 to 14 pts, then 60% of those 14 (9 pts) is absorbed by the armor, which gets reduced by 4 pts, and then the remaining 5 pts reduced health directly.

    The armor bug was that you got the damage negation even after all armor was gone.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin--Inexorable+Nov 27 2002, 07:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Inexorable @ Nov 27 2002, 07:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If the bug is fixed, the most LMG shots it could <b>ever</b> take to kill an alien is [health + 2*armor]/10. With the Skulk that is [70 + {2*30}]/10 = 13. That's it. The most it could possibly take.

    If you find it takes more than 13 unupgraded LMG shots to kill a Skulk, you are a) missing or b) playing on a server where the bug has not been fixed.

    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ... or c) carapace doesn't work the way you think it does.

    Nothing beats having two computers and running your own private LAN game for these kinds of tests.
  • TwexTwex Join Date: 2002-11-02 Member: 4999Members
    i don't think alien armour is supposed to work fundamentally differently from marine armour, which doesn't have any negation
  • TheGunslingerTheGunslinger Join Date: 2002-11-10 Member: 8126Members
    In 1.02 the Onos took about 916 more damage than they were supposed to.

    500 200
    367 0
    0 -916

    That's 1617 calculated damage, which is pretty close to what my 1.02 test showed:
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=11597' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=21&t=11597</a>

    That lets them take 231% as much damage as was intended.
    For fades:

    200 125
    117 0
    0 -175

    That's 500 damage, 154% what they intended.

    I do not know about halfing of armour damage or ignored damage.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--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-->
    I do not know about halfing of armour damage or ignored damage.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Right. Which kinda makes your ideas about how much damage the Kharaa is "supposed to" or "intended to" take kinda ... well, not very interesting.
  • QuietMischief1QuietMischief1 Join Date: 2002-11-06 Member: 7456Members
    matso, I wish I could get some numbers on how the Fade's health drops so that I could see if any damage is being negated

    But yes, the Fade takes roughly the exact same number of bullets to bring down, making it still have "Effectively" over 700 Hitpoints, or damage, being taken in

    I tested it on Nano-Gridlock the moment it went live with 1.03 just to see for myself if the bug had been fixed.

    However yes, it is true, the Skulk is very fixed, the Fade is very not fixed
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    First, there appears to be no official documentation about the Kharaa armor system. The tooltips ingame are out of date, and the manual only specifies higher percentages of damage going to the armor.

    Terminataur says the Flayra designed the human/alien armor systems to work the same way.
    <!--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--> In a PM when I annoyed flayra, I asked about the armor system. He said that the marine and alien armor system work the same.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Fam disagrees.
    <!--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-->Carapace adds more armor, and also reduces the aliens vunerability to weapons fire. It is not meant to just up the max armor value, but also to reduce any damage. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    All in all, this is starting to annoy me.
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    edited November 2002
    Catgirl is correct for the proper armor equations. Kharaa were <b>not</b> supposed to have that 30% damage negation on top of the improved armor absorbtion. That negation is now gone, so Kharaa with carapace 3 can now absorb 30% less punishment than they could pre-patch. I'm pretty confident that I'm right on the matter from what I've seen in-game, but I'll go fire up a server now and let the friendly neighborhood marine bot get a few free shots in, just to make sure.

    [Edit: Onnnnnnn the other hand, mistakes can be made at times, especially when initial assessments are being taken on live servers when things are hectic. It seems that while their armor is up, they are still negating damage. That's not like human armor, to the best of my knowledge, but the numbers are strongly leaning towards that 30% off.]
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    In 1.02, carapace always negated 10/20/30% damage.

    In 1.03, carapace negates 10/20/30% damage only as long as there is armor remaining. When a lvl 3 carap Fade runs out of armor, it has only about 20 health left, so for a Fade, the 1.03 patch makes little difference.

    It DOES make a bit more diff than the numbers say though, because armor is healed last. So when fighting backed up by def chambers, the armor may be gone while the fade is still at high health .. at which time a fade dies FAST.

    I have the numbers at home ... but they look identical to 1.02 (already posted) until armor is gone, at which time the damage taken == damage from weapon. Very simple, so I didn't bother to post them.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Assuming you are correct on the negation with Carapace in 1.03, the Fade is actually in the sweet spot for armor. Due to damage against armor getting halved, the Fade gets a 200/300 distribution, or 40%/60%. Since the armor absorb at lvl 3 Carapace is 60%, that means for the Fade armor and health will dissapear almost simultaneously. The armor bug that Flayra apparently fixed will rarely affect the Fade, as without getting healed at DCs he will never be without at least some armor left. Even the Skulk is very close to the sweetspot, making the bugfix effects almost unnoticable; by the time the Skulk runs out of armor, it's only got about 20 HP left anyway.

    Personally I find the negation of damage unbalancing. The difference in effective health is simply too great for the cost. 2 RP will double your durability, far outstripping the usefulness of Regen or Redemption. (Save for the Onos who does have some use for Redemption)
  • Bishop_GantryBishop_Gantry Join Date: 2002-11-04 Member: 6861Members
    ive noticed fades taking massive amounts of damage now even from a single marine with burts but nothing has changed marines are still afraid of fades and refuse to leave their base so fades can easily contain marines...


    and um yeah HMG eats fades like thermonukes wipes out anthills even at long ranges...
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