Do FTs bypass Hide Armor?
Techercizer
7th Player Join Date: 2011-06-11 Member: 103832Members
7th Player Join Date: 2011-06-11 Member: 103832Members
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.