1.04e Numbers Are Up.
Kitsune
Join Date: 2002-11-09 Member: 7843Members
<div class="IPBDescription">Damage/shots to kill for most weapons.</div> Sorry to take so long, that whole pesky sleep thing wanted to happen.
<a href='http://www.geocities.com/kitsune/104estats.htm' target='_blank'>Here are the new numbers.</a>
<a href='http://www.geocities.com/kitsune/ns-stats.htm' target='_blank'>The old numbers are still here if you want to compare.</a>
Do with 'em what you will.
<a href='http://www.geocities.com/kitsune/104estats.htm' target='_blank'>Here are the new numbers.</a>
<a href='http://www.geocities.com/kitsune/ns-stats.htm' target='_blank'>The old numbers are still here if you want to compare.</a>
Do with 'em what you will.
Comments
under LMG it has 10/11/12/13, are these the LMG damage from lvl 0 to lvl 3 ammo upgrade?
and under skulk for LMG it has 9/14/16/16, are these the number of bullets required to kill the skulk from lvl 0 to lvl 3 ammo upgrade?
I'd also like to see a SLIGHT decrease in the pistol ROF. It's a very powerful weapon (in the right hands) and allowing the ROF to be as fast as the LMG is a bit unrealistic. Nothing major, a ROF of 2 shots per second would certainly not restrict the marine's ability to fully utilize the pistol, but would keep it as a BACKUP and not primary weapon.
Regards,
Savant
play cs for a bit and wait 2 minutes or longer for the orund to end. 17 seconds is no big deal, and you have to have some incentive to try to stay alive.
I'm curious: Did you calculate all this, or did you test it? If you're calculating, I think you made a mistake, and if you tested, I think there's a bug. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
A level 3 carapace skulk takes, according to the chart, 16 unupgraded lmg bullets to kill. The same skulk should take 8 unupgraded pistol bullets to kill, since pistol does double the damage, but according to the chart, it takes 9. Well, maybe it's just a rounding issue. Does HL round health and armor numbers?
Edit: Judging by the amount of numbers, and the shotgun damage being "per pellet", I'd guess you calculated it. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
I'm using a formula that assumes the damage code looks something like
if (armor >1) then {
calculate armor/health reduction as normal, including carap negation
if (armor < 0) then {
health += armor *2;
armor = 0;l
}
} else {
health -= weapondamage - armor * 2;
armor = 0;
}
... at least that gives a perfect fit for those points I've tried it on.
In any case, I think the skulk needs to get more armor. 9/14/16/16 is _bad_, especially now that Fades are going to be late. Increasing armor to 20/40 would give 10/14/18/19, increasing it to 20/45 would give 10/14/18/21.
I'll be a bit more confident now. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I'll be a bit more confident now. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Problem is, Mr. HA is often keen to introduce you to their friend, who they fondle lovingly at idling guard duties: Mr. HMG... now he's a meanie.
I guess you've just got to be on Mr.HMG's "good" side, or in other words, the side without holes.
Eater.
EDIT: NM, i read the fine print
but it says the same 17 seconds in the old numbers... how come you guys didnt complain then?
The numbers running down the side are the damage being done by upgraded weapons. The (9/14/16/16) is the number of shots to kill an uncarapaced/cara1/cara2/cara3 alien of that type. So go down the list to find the damage corresponding to the upgrade (12 damage for LMG at weapons 2, for example), then over to see how sturdy the alien species is.
(About the methods.)
They're calculated, not tested, as I haven't gotten my hands on a 1.04e server yet to try them on. 9 pistol shots to kill a carapace-3 Skulk should be correct, however, because of two things: Health damage is always rounded down, and the damage reduction from carapace applies as long as there's any armor left. So after 6 shots, the Skulk is at 34/1.56. The seventh shot does 20*.79 damage, for 15.8, minus the 1.56 remaining armor, doubled, for a total of 12.68 damage, rounded down to 12, leaving the Skulk with 22 health. Shot eight takes a full twenty off, leaving it with 2 health, and the ninth shot finishes it off.
There is a caveat, however, in that I don't know for certain how many decimal places of armor value are stored. I know for sure that it's at least two decimals; back in 1.03 level 1 LMGs would do 5/1.98 damage against carapace 1 Kharaa. So I got an Onos and had a friend shoot me a hundred times with the LMG, (with a little bit of healing to survive) and wound up with 2 armor left. There's no way to test beyond two decimals, though, leaving an unfortunate bit of 'wiggle room' in the calculations. I just went with the assumption that armor values are accurate to as many decimals as necessary, and if I'm incorrect, I doubt that the difference would noticably alter anything.
(About the typo.)
[Edit: I'm fairly confident that 10 is correct for a cara 1 Lerk. Level 1 LMG vs. Level 1 cara does 6/2.096 damage. Ten hits, 60 damage, dead Lerk. Remember, they die before the armor's depleted.]
(Respawn)
It's been that duration since 1.03. I wasn't terribly scientific about it, I just got myself killed and kept an eye on my watch while waiting to respawn. I'm not certain that's the 'official' respawn time, you'll notice that on the player list people will hang around in the DEAD list for a while before going into the REIN list, and the model will pop into the game a second or two before the player can actually control it. Seventeen seconds encompasses the entire time between dropping dead and being able to move around again.
Oh, bw - regarding that typo question - mea culpa, I was reading the wrong column on my own spreadsheet.
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->