Carapace Broken Again
Zevensoft
Join Date: 2002-12-02 Member: 10406Members
<div class="IPBDescription">Not giving what it should.</div> (The following is the results from a test using a skulk which wasn't near any hives or defense chambers)
<b>No Carapace</b>
Health: 75/75 (100%)
Armour: 10/10 (100%)
After Gestation/Upgrade...
<b>Carapace</b>
Health: 75/75 (100%)
Armour: 10/30 (33%)
Now, this is NOT PRESERVING PERCENTAGES!
66% Armour is lost when upgrading to carapace.
So until this is fixed in 1.04, always HEAL AFTER YOU UPGRADE!
<b>No Carapace</b>
Health: 75/75 (100%)
Armour: 10/10 (100%)
After Gestation/Upgrade...
<b>Carapace</b>
Health: 75/75 (100%)
Armour: 10/30 (33%)
Now, this is NOT PRESERVING PERCENTAGES!
66% Armour is lost when upgrading to carapace.
So until this is fixed in 1.04, always HEAL AFTER YOU UPGRADE!
Comments
They may be powerful, but you can end up dying with 0 HP with 27 Carapace left over.. with LvL 3 carapace!
They may be powerful, but you can end up dying with 0 HP with 27 Carapace left over.. with LvL 3 carapace!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Useless? USELESS???
Check the numbers. A Lerk goes from 9 LMG bullets to 30 with lvl 3 carapace. Or even better, vs lvl 3 LMG bullets, they go from 5 to 20, or a 400% increase in life!
A lerk without carapace is just a dead lerk walking.
They may be powerful, but you can end up dying with 0 HP with 27 Carapace left over.. with LvL 3 carapace!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
useless? I completely owned over 10 marines with lvl3 carapace and a DC around a corner until they understood it's useless to try to pass the place i was guarding and stopped coming... (then I evolved to fade lol)
Carapace makes you take less hp AND armor damage per hit on you. As in if a lmg did 10 damage to a normal skulk, the carapaced skulk would only take something like 5. That is not the real # but I have no idea what the real one is so I gave an example.
If you have 60% armour absorb (carapace lvl3), then for each 10 points of damage you receive, 4 of that damage goes to health, and the other 6 gets halved (3) and goes to the armour. So 30% of the damage will disappear.
However, when armour goes to zero, 10 damage goes to health, instead of 7 that should happen (since no damage is getting absorbed, but its still getting reduced).
This is how it is supposed to be. It used to work how you described, but the devs had not intended this. It distorted the numberes greatly, and was fixed in v1.03. It was called the [B]Carapace Bug.[B]
Carapace makes you take less hp AND armor damage per hit on you. As in if a lmg did 10 damage to a normal skulk, the carapaced skulk would only take something like 5. That is not the real # but I have no idea what the real one is so I gave an example.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
2 hits on health, 2.1 hits on armor. That's how much damage a LMG bullet does on lvl 3 carap alien.
With no carap, it's 7 hits on health, 1.5 on armor.
This is how it is supposed to be. It used to work how you described, but the devs had not intended this. It distorted the numberes greatly, and was fixed in v1.03. It was called the [B]Carapace Bug.[B]<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
2 LMG bullets on a skull and fade, about 10 on an Onos. That's how much difference it made. I wouldn't call that "greatly". Frankly, I'd argue that skulks were weak enough before anyhow.