Carapace Broken Again

ZevensoftZevensoft 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!

Comments

  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    Yes, I noticed this too, the trip back to the hive or a defence chamber is more of an annoyance than an inconvenience.
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    Take a look at Lerk's.. their carapace's are completely <b>useless</b>.
    They may be powerful, but you can end up dying with 0 HP with 27 Carapace left over.. with LvL 3 carapace!
  • 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--BattleTech+Dec 15 2002, 10:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BattleTech @ Dec 15 2002, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Take a look at Lerk's.. their carapace's are completely <b>useless</b>.
    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.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    the only problem is that the LMG is incredibly accurate <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    <!--QuoteBegin--BattleTech+Dec 16 2002, 04:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BattleTech @ Dec 16 2002, 04:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Take a look at Lerk's.. their carapace's are completely <b>useless</b>.
    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)
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    I think what some people do not understand is:
    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.
  • ZevensoftZevensoft Join Date: 2002-12-02 Member: 10406Members
    edited December 2002
    How it works, is this:

    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).
  • BergerBerger Join Date: 2002-11-16 Member: 8945Members, Constellation
    <!--QuoteBegin--Zevensoft+Dec 17 2002, 10:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zevensoft @ Dec 17 2002, 10:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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]
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    (Fixing incorrect topic date due to server issue)
  • BergerBerger Join Date: 2002-11-16 Member: 8945Members, Constellation
    Yes, it was a big issue. What happened was that an alien armor, with 0 points left, would still negate 30% (with L3 Carapace) of the damage. And your numbers are wrong. With L3 carapace, 40% of damage goes to health and 60% to armor. Armor always completely negates half the damage directed toward it, so 30% is negated. Thus, one un-upgraded LMG bullet will do 4 damage to health and 3 to armor.
  • ZevensoftZevensoft Join Date: 2002-12-02 Member: 10406Members
    edited December 2002
  • 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--Canadianmonk3y+Dec 16 2002, 12:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Canadianmonk3y @ Dec 16 2002, 12:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I think what some people do not understand is:
    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.
  • 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--Berger+Dec 17 2002, 10:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Berger @ Dec 17 2002, 10:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Zevensoft+Dec 17 2002, 10:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zevensoft @ Dec 17 2002, 10:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->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).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
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