I tried googling and looking it up on ns2 wiki but couldn't find anything.
What does armor do? Why is it worth 2 points of health? What attacks/weapons penetrate armor or degrade it more quickly? How do flamethrowers interact with armor?
<!--quoteo(post=1961393:date=Aug 12 2012, 10:22 AM:name=Nuxra)--><div class='quotetop'>QUOTE (Nuxra @ Aug 12 2012, 10:22 AM) <a href="index.php?act=findpost&pid=1961393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I tried googling and looking it up on ns2 wiki but couldn't find anything.
What does armor do? Why is it worth 2 points of health? What attacks/weapons penetrate armor or degrade it more quickly? How do flamethrowers interact with armor?<!--QuoteEnd--></div><!--QuoteEEnd--> When you take damage, a % of that damage will be absorbed by armour. Its worth 2 because thats probably the simplest to think about it instead of something like 2.3333 reoccuring.
NS2 has the following relevant damage types. Light - Reduced vs Armour (4x) e.g. Pistol Normal - Normal vs Armour (2x) Heavy - Extra vs Armour (1x) Gas - Ignores Armour
The only weapon that afaik penetrates armour more quickly than normal will be the exosuit minigun which hasn't been released in the public builds yet. Lerk gas will also ignore armour.
<!--quoteo(post=1961417:date=Aug 11 2012, 08:58 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Aug 11 2012, 08:58 PM) <a href="index.php?act=findpost&pid=1961417"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When you take damage, a % of that damage will be absorbed by armour. Its worth 2 because thats probably the simplest to think about it instead of something like 2.3333 reoccuring.
NS2 has the following relevant damage types. Light - Reduced vs Armour (4x) e.g. Pistol Normal - Normal vs Armour (2x) Heavy - Extra vs Armour (1x) Gas - Ignores Armour
The only weapon that afaik penetrates armour more quickly than normal will be the exosuit minigun which hasn't been released in the public builds yet. Lerk gas will also ignore armour.
Flamethrowers do normal damage.
*edit* yea it was already in the wiki -_-.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1961862:date=Aug 12 2012, 01:46 PM:name=Rapid_Sausage)--><div class='quotetop'>QUOTE (Rapid_Sausage @ Aug 12 2012, 01:46 PM) <a href="index.php?act=findpost&pid=1961862"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i don't understand how puncture damage works though.<!--QuoteEnd--></div><!--QuoteEEnd-->
For example, Fade's Swipe does 65 damage with Puncture type. This means 65 x 1.25 = 81.25 damage against Marines (players), while only 65 damage to everything else (buildings and robots)
<!--quoteo(post=1961417:date=Aug 12 2012, 01:58 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Aug 12 2012, 01:58 AM) <a href="index.php?act=findpost&pid=1961417"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Heavy - Extra vs Armour (1x)
The only weapon that afaik penetrates armour more quickly than normal will be the exosuit minigun which hasn't been released in the public builds yet.<!--QuoteEnd--></div><!--QuoteEEnd--> Come to think of it isn't this a bad idea? Making the exo more effective against Onos, I mean, what with JP already countering it pretty well.
AngeluszHarmonic entropistJoin Date: 2003-07-10Member: 18072Members, Forum Moderators, Constellation, NS2 Playtester
edited August 2012
<!--quoteo(post=1962205:date=Aug 13 2012, 04:17 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Aug 13 2012, 04:17 PM) <a href="index.php?act=findpost&pid=1962205"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Come to think of it isn't this a bad idea? Making the exo more effective against Onos, I mean, what with JP already countering it pretty well.<!--QuoteEnd--></div><!--QuoteEEnd--> Funny enough, in the olden days (read=ns1), onos was the counter to HA.
I'm afraid problems will occur there, onos being inviable, because skulks are much more effective at chomping down that heavy unit.
<!--quoteo(post=1962216:date=Aug 13 2012, 10:06 AM:name=Angelusz)--><div class='quotetop'>QUOTE (Angelusz @ Aug 13 2012, 10:06 AM) <a href="index.php?act=findpost&pid=1962216"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Funny enough, in the olden days (read=ns1), onos was the counter to HA.
I'm afraid problems will occur there, onos being inviable, because skulks are much more effective at chomping down that heavy unit.<!--QuoteEnd--></div><!--QuoteEEnd-->
Stomp would have to disable the exo and i'm not sure if that will happen since it would make it even more op then devour which disabled only 1 ha and did also disable the devour ability till the marine was dead.
<sub><!--coloro:orange--><span style="color:orange"><!--/coloro-->Edited my quote to reflect changes in the original post. -Angelusz</sub><!--colorc--></span><!--/colorc-->
I don't like hide-armor also, it makes you believe you're though as an onos, only to find out you'll get splattered if 4 marines aim at you at once... this is not intuitive compared to any other game I played in my life.
<!--quoteo(post=1962220:date=Aug 13 2012, 10:13 AM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Aug 13 2012, 10:13 AM) <a href="index.php?act=findpost&pid=1962220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Stomp would have to disable the exo and i'm not sure if that will happen since it would make it even more op then devour which disabled only 1 ha and did also disable the devour ability till the marine was dead.
<sub><!--coloro:orange--><span style="color:orange"><!--/coloro-->Edited my quote to reflect changes in the original post. -Angelusz</sub><!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd--> Not sure why you say that, Stomp was half the reason that Onoses countered HAs in NS1. And it had a fairly long range too.
<!--quoteo(post=1962248:date=Aug 13 2012, 11:50 AM:name=Zek)--><div class='quotetop'>QUOTE (Zek @ Aug 13 2012, 11:50 AM) <a href="index.php?act=findpost&pid=1962248"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not sure why you say that, Stomp was half the reason that Onoses countered HAs in NS1. And it had a fairly long range too.<!--QuoteEnd--></div><!--QuoteEEnd-->
Because i feel that the stomp is in theory more powerful that the stomp of NS1, though i haven't played it for a long time. As a HA i did fear the devour way more than the stomp.
Freeze enemy Team, run in, Devour, run away. Or, perma stun while your Skulks/Fades/Lerks killed the whole squad. And while they all tried to shoot you.
Comments
<a href="http://www.unknownworlds.com/ns2/wiki/index.php/Damage_types" target="_blank">http://www.unknownworlds.com/ns2/wiki/index.php/Damage_types</a>
What does armor do? Why is it worth 2 points of health? What attacks/weapons penetrate armor or degrade it more quickly? How do flamethrowers interact with armor?<!--QuoteEnd--></div><!--QuoteEEnd-->
When you take damage, a % of that damage will be absorbed by armour. Its worth 2 because thats probably the simplest to think about it instead of something like 2.3333 reoccuring.
NS2 has the following relevant damage types.
Light - Reduced vs Armour (4x) e.g. Pistol
Normal - Normal vs Armour (2x)
Heavy - Extra vs Armour (1x)
Gas - Ignores Armour
The only weapon that afaik penetrates armour more quickly than normal will be the exosuit minigun which hasn't been released in the public builds yet. Lerk gas will also ignore armour.
Flamethrowers do normal damage.
*edit* yea it was already in the wiki -_-.
NS2 has the following relevant damage types.
Light - Reduced vs Armour (4x) e.g. Pistol
Normal - Normal vs Armour (2x)
Heavy - Extra vs Armour (1x)
Gas - Ignores Armour
The only weapon that afaik penetrates armour more quickly than normal will be the exosuit minigun which hasn't been released in the public builds yet. Lerk gas will also ignore armour.
Flamethrowers do normal damage.
*edit* yea it was already in the wiki -_-.<!--QuoteEnd--></div><!--QuoteEEnd-->
the lerk bite dot also bypasses armor.
For example, Fade's Swipe does 65 damage with Puncture type. This means 65 x 1.25 = 81.25 damage against Marines (players), while only 65 damage to everything else (buildings and robots)
it does more damage to human targets. i.e. players as opposed to buildings.
The only weapon that afaik penetrates armour more quickly than normal will be the exosuit minigun which hasn't been released in the public builds yet.<!--QuoteEnd--></div><!--QuoteEEnd-->
Come to think of it isn't this a bad idea? Making the exo more effective against Onos, I mean, what with JP already countering it pretty well.
Funny enough, in the olden days (read=ns1), onos was the counter to HA.
I'm afraid problems will occur there, onos being inviable, because skulks are much more effective at chomping down that heavy unit.
I'm afraid problems will occur there, onos being inviable, because skulks are much more effective at chomping down that heavy unit.<!--QuoteEnd--></div><!--QuoteEEnd-->
Stomp would have to disable the exo and i'm not sure if that will happen since it would make it even more op then devour which disabled only 1 ha and did also disable the devour ability till the marine was dead.
<sub><!--coloro:orange--><span style="color:orange"><!--/coloro-->Edited my quote to reflect changes in the original post. -Angelusz</sub><!--colorc--></span><!--/colorc-->
<sub><!--coloro:orange--><span style="color:orange"><!--/coloro-->Edited my quote to reflect changes in the original post. -Angelusz</sub><!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
Not sure why you say that, Stomp was half the reason that Onoses countered HAs in NS1. And it had a fairly long range too.
Because i feel that the stomp is in theory more powerful that the stomp of NS1, though i haven't played it for a long time. As a HA i did fear the devour way more than the stomp.
Freeze enemy Team, run in, Devour, run away. Or, perma stun while your Skulks/Fades/Lerks killed the whole squad. And while they all tried to shoot you.