<!--QuoteBegin--Future+May 15 2003, 03:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Future @ May 15 2003, 03:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> base armor changed to 20 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Awesome, I was really hoping for this change. What about base armors of other creatures? Does carapace still give 30?
Skulk base: 70/20, lvl3 cara goes to 70/40 Skulk base speed upped by 20 *somewhat noticable* Skulk oriantation changes when near walls/walks up them etc Skulk bite model changed so you can see more of what your biting.
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
I belive the skulk also has a wider FOV, but I don't know how much wider. Currently its 90, so maybe 100-110 or something.
little bit of a skulky speedup woohoo <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> add that to the marines that i hope (and pray) won't be able to leap backwards at slightly more than full speed while still pointing at me; and i'm a happy skulk <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
one thing though: upped by 20, default quake/HL player speed is like 800 isn't it? or is that gravity...? for comparison, does anyone know what the current skulk's flat running speed is?
<!--QuoteBegin--[FD] Razmataz+May 16 2003, 02:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([FD] Razmataz @ May 16 2003, 02:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> one thing though: upped by 20, default quake/HL player speed is like 800 isn't it? or is that gravity...? for comparison, does anyone know what the current skulk's flat running speed is?
cheers <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> sv_gravity is by default 800
<!--QuoteBegin--[FD] Razmataz+May 16 2003, 08:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([FD] Razmataz @ May 16 2003, 08:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> add that to the marines that i hope (and pray) won't be able to leap backwards at slightly more than full speed while still pointing at me <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Acctually it's been said bhopping still works backwards hehe Although I hope that was either a cruel joke or something they'll realize is stupid
It's the old question what 'bhopping' is meant with: If you're talking about the physics engine exploit that increases your speed, it's gone. Evasive jumping, on the other hand, is not dealt with as of yet.
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
I am very fearful of a silenced+cloaked skulk in 1.1 You can cloak while moving, and you are now silent even when you attack! Ever marine team will get MT now.
I'm not sure whether this answer is definite because the Fade hasn't come to its complete potential yet, but right now, I see a majority of Skulks with Lerk support in the beginning and middle game, followed by lots of Oni and few Fades in the late stages. Ideally, the Fade will make that transition smoother by occupying the middle game.
<!--QuoteBegin--Nemesis Zero+May 16 2003, 12:17 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 16 2003, 12:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ideally, the Fade will make that transition smoother by occupying the middle game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I'd guess it all depends on how usefull/essential the fade's 2-hive ability is.
<!--QuoteBegin--Frogg2+May 15 2003, 04:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frogg2 @ May 15 2003, 04:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> At lvl3 carapace skulks have 40 armor, but they slowdown alot so the extra 4 bullets it can take even out.
Against lvl0 guns skulks can take
10-14-17-23 bullets with lvl0-3 cara
Against lvl3 cara it takes
23-19-18-17 bullets with lvl0-3 guns <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Are these level 3 armor = 30 stats Or level 3 armor = 40 stats?
<!--QuoteBegin--Raser+May 16 2003, 06:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Raser @ May 16 2003, 06:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I would like to know is this:
Does the view of a skulk rotate when you climb walls or is it only the model???
Cuz I believe someone told me that rotating the view was not possible in the current half-life engine
Pls enlighten me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Rotating view IS possible in the HL engine (look at "The Opera" release 1.2 - Sweet project), however from what I gather this hasn't been implemented.
That is a shame, if true, because rotating views add a LOT to atmosphere and actually don't take that long to pick up in my experience.
<!--QuoteBegin--Raser+May 16 2003, 11:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Raser @ May 16 2003, 11:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Does the view of a skulk rotate when you climb walls or is it only the model???
Cuz I believe someone told me that rotating the view was not possible in the current half-life engine
Pls enlighten me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> By default, the aliens view isn't rotated, but it's definetely technically possible.
<!--QuoteBegin--killswitch1968+May 16 2003, 12:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ May 16 2003, 12:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Frogg2+May 15 2003, 04:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frogg2 @ May 15 2003, 04:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> At lvl3 carapace skulks have <b>40</b> armor, but they slowdown alot so the extra 4 bullets it can take even out.
Against lvl0 guns skulks can take
10-14-17-23 bullets with lvl0-3 cara
Against lvl3 cara it takes
23-19-18-17 bullets with lvl0-3 guns <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Are these level 3 armor = 30 stats Or level 3 armor = 40 stats?
Thanks again! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Re-read frogg's post, it quite clearly says level 3 cara' skulk have 40 armour.
<!--QuoteBegin--Roobubba+May 16 2003, 06:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roobubba @ May 16 2003, 06:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Raser+May 16 2003, 06:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Raser @ May 16 2003, 06:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I would like to know is this:
Does the view of a skulk rotate when you climb walls or is it only the model???
Cuz I believe someone told me that rotating the view was not possible in the current half-life engine
Pls enlighten me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Rotating view IS possible in the HL engine (look at "The Opera" release 1.2 - Sweet project), however from what I gather this hasn't been implemented.
That is a shame, if true, because rotating views add a LOT to atmosphere and actually don't take that long to pick up in my experience.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Good to hear that it's possible.
Would be nice tough... make it a option,
rotate view when wall-climbing on/off
As you said, it would at <span style='font-size:18pt;line-height:100%'>A LOT</span> to the atmosphere. Although it might bash your pc speed to zero, cus when you're getting the hang of it and really leap from wall to wall, you pc might not endure it
(and don't even get me started on ppl with motion-sickness, <img src='http://www.unknownworlds.com/forums/style_images/2/icon8.gif' border='0' alt='user posted image'><img src='http://www.unknownworlds.com/forums/style_images/2/icon8.gif' border='0' alt='user posted image'><img src='http://www.unknownworlds.com/forums/style_images/2/icon8.gif' border='0' alt='user posted image'>)
<!--QuoteBegin--Align+May 16 2003, 08:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ May 16 2003, 08:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Meh, being able to take 1 more shot without carapace seems like it will make no difference at all... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> /seems/
When playtesting games in general, it's often the smallest of changes that reap the biggest of effects.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As you said, it would at A LOT to the atmosphere. Although it might bash your pc speed to zero, cus when you're getting the hang of it and really leap from wall to wall, you pc might not endure it <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I doubt the hit on a PC would be noticeable actually, but I'm no authority on that.
All I know is The Opera was a FINE mod and the rolling and screen inversions (somersaults etc) were absolutely fantastic. They finally gave up on the HL engine, but you can still play R1.2 (current release as HL Mod) to get a feel of what they achieved (including flowing coats, much much more). Amazing stuff.
<!--QuoteBegin--Align+May 16 2003, 08:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ May 16 2003, 08:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Meh, being able to take 1 more shot without carapace seems like it will make no difference at all... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> In all the vet PTs only 1 time has the marine team been able to lock down the aliens 1st hive...
<!--QuoteBegin--Nemesis Zero+May 16 2003, 04:08 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nemesis Zero @ May 16 2003, 04:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->It's the old question what 'bhopping' is meant with: If you're talking about the physics engine exploit that increases your speed, it's gone. Evasive jumping, on the other hand, is not dealt with as of yet.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Evasive jumping ruins the atmosphere a fair bit, and seems slightly non-intuitive that at point blank range marines have a number of advantages over skulks (both have to track, but aliens have to keep contact as well) but that's a discussion for another time, what I was asking about was the ability to get round the speed-limit enforced on marines moving backwards. Backwards being away from their view-focus, so they can fire at what they're retreating from. Beacuse with bunnyhopping (proper bunnyhopping, ie exploiting the strafing-acceleration for speed, not literally bouncing round like a march-hare) it was possible (in 1.04) to jump forwards, turn round firing and keep bouncing away at the same speed; which was approximately as fast as a skulk can run. Myself and a team with at least 2 other very competant skulks had to die and come back 2ce each or more from one hive to get rid a spawn-camper in Refinery doing that.
Afaik, what was letting him do that was the acceleration exploit legacy from Q1 DM, so that's gone, though biting someone from behind only to have them disappear from your screen completely then see them rebounding from the nearest wall a second later, keeping a steady bead on your head... is still in <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> and also, the problems meaning you can't hurt marines from underneath, especially when they're crouch-jumping; are still being worked on?
Don't take any of that the wrong way, if there's somebody responsible reading (just flay coding still?) the mod rules, and I understand what beta means, especially beta <b>1.xx</b>, just wondering how much more hair skulking is gonna cost me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Skulks base speed has been upped by 20.. its VERY hard for the marine to "dodge" a skulk now *assuming the skulk is running at him rather then lost*. The fov has also been changed on the skulk which.... lets just say takes awhile to get used to sense the entire map looks different.
<!--QuoteBegin---_Phoenix_-+May 16 2003, 01:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-_Phoenix_- @ May 16 2003, 01:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--killswitch1968+May 16 2003, 12:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (killswitch1968 @ May 16 2003, 12:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Frogg2+May 15 2003, 04:09 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frogg2 @ May 15 2003, 04:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> At lvl3 carapace skulks have <b>40</b> armor, but they slowdown alot so the extra 4 bullets it can take even out.
Against lvl0 guns skulks can take
10-14-17-23 bullets with lvl0-3 cara
Against lvl3 cara it takes
23-19-18-17 bullets with lvl0-3 guns <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Are these level 3 armor = 30 stats Or level 3 armor = 40 stats?
Thanks again! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Re-read frogg's post, it quite clearly says level 3 cara' skulk have 40 armour. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> I thought skulks with 10 armor took 10 shots to kill, that was my confusion
Comments
Awesome, I was really hoping for this change. What about base armors of other creatures? Does carapace still give 30?
Against lvl0 guns skulks can take
10-14-17-23 bullets with lvl0-3 cara
Against lvl3 cara it takes
23-19-18-17 bullets with lvl0-3 guns
Lvl 0 Cara in 10 Bullets
Lvl 1 Cara in 14 Bullets
Lvl 2 Cara in 17 bullets
Lvl 3 Cara in 23 bullets
Skulk base speed upped by 20 *somewhat noticable*
Skulk oriantation changes when near walls/walks up them etc
Skulk bite model changed so you can see more of what your biting.
one thing though: upped by 20, default quake/HL player speed is like 800 isn't it? or is that gravity...? for comparison, does anyone know what the current skulk's flat running speed is?
cheers
cheers <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
sv_gravity is by default 800
Acctually it's been said bhopping still works backwards
hehe
Although I hope that was either a cruel joke or something they'll realize is stupid
Evasive jumping, on the other hand, is not dealt with as of yet.
Ideally, the Fade will make that transition smoother by occupying the middle game.
I'd guess it all depends on how usefull/essential the fade's 2-hive ability is.
Does the view of a skulk rotate when you climb walls or is it only the model???
Cuz I believe someone told me that rotating the view was not possible in the current half-life engine
Pls enlighten me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Against lvl0 guns skulks can take
10-14-17-23 bullets with lvl0-3 cara
Against lvl3 cara it takes
23-19-18-17 bullets with lvl0-3 guns <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Are these level 3 armor = 30 stats
Or level 3 armor = 40 stats?
Thanks again!
Does the view of a skulk rotate when you climb walls or is it only the model???
Cuz I believe someone told me that rotating the view was not possible in the current half-life engine
Pls enlighten me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Rotating view IS possible in the HL engine (look at "The Opera" release 1.2 - Sweet project), however from what I gather this hasn't been implemented.
That is a shame, if true, because rotating views add a LOT to atmosphere and actually don't take that long to pick up in my experience.
Cuz I believe someone told me that rotating the view was not possible in the current half-life engine
Pls enlighten me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
By default, the aliens view isn't rotated, but it's definetely technically possible.
Against lvl0 guns skulks can take
10-14-17-23 bullets with lvl0-3 cara
Against lvl3 cara it takes
23-19-18-17 bullets with lvl0-3 guns <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Are these level 3 armor = 30 stats
Or level 3 armor = 40 stats?
Thanks again! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Re-read frogg's post, it quite clearly says level 3 cara' skulk have 40 armour.
Does the view of a skulk rotate when you climb walls or is it only the model???
Cuz I believe someone told me that rotating the view was not possible in the current half-life engine
Pls enlighten me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Rotating view IS possible in the HL engine (look at "The Opera" release 1.2 - Sweet project), however from what I gather this hasn't been implemented.
That is a shame, if true, because rotating views add a LOT to atmosphere and actually don't take that long to pick up in my experience.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Good to hear that it's possible.
Would be nice tough... make it a option,
rotate view when wall-climbing on/off
As you said, it would at <span style='font-size:18pt;line-height:100%'>A LOT</span> to the atmosphere. Although it might bash your pc speed to zero, cus when you're getting the hang of it and really leap from wall to wall, you pc might not endure it
(and don't even get me started on ppl with motion-sickness, <img src='http://www.unknownworlds.com/forums/style_images/2/icon8.gif' border='0' alt='user posted image'><img src='http://www.unknownworlds.com/forums/style_images/2/icon8.gif' border='0' alt='user posted image'><img src='http://www.unknownworlds.com/forums/style_images/2/icon8.gif' border='0' alt='user posted image'>)
/seems/
When playtesting games in general, it's often the smallest of changes that reap the biggest of effects.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As you said, it would at A LOT to the atmosphere. Although it might bash your pc speed to zero, cus when you're getting the hang of it and really leap from wall to wall, you pc might not endure it
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I doubt the hit on a PC would be noticeable actually, but I'm no authority on that.
All I know is The Opera was a FINE mod and the rolling and screen inversions (somersaults etc) were absolutely fantastic.
They finally gave up on the HL engine, but you can still play R1.2 (current release as HL Mod) to get a feel of what they achieved (including flowing coats, much much more). Amazing stuff.
Roo
In all the vet PTs only 1 time has the marine team been able to lock down the aliens 1st hive...
Evasive jumping, on the other hand, is not dealt with as of yet.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Evasive jumping ruins the atmosphere a fair bit, and seems slightly non-intuitive that at point blank range marines have a number of advantages over skulks (both have to track, but aliens have to keep contact as well) but that's a discussion for another time, what I was asking about was the ability to get round the speed-limit enforced on marines moving backwards. Backwards being away from their view-focus, so they can fire at what they're retreating from. Beacuse with bunnyhopping (proper bunnyhopping, ie exploiting the strafing-acceleration for speed, not literally bouncing round like a march-hare) it was possible (in 1.04) to jump forwards, turn round firing and keep bouncing away at the same speed; which was approximately as fast as a skulk can run. Myself and a team with at least 2 other very competant skulks had to die and come back 2ce each or more from one hive to get rid a spawn-camper in Refinery doing that.
Afaik, what was letting him do that was the acceleration exploit legacy from Q1 DM, so that's gone, though biting someone from behind only to have them disappear from your screen completely then see them rebounding from the nearest wall a second later, keeping a steady bead on your head... is still in <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> and also, the problems meaning you can't hurt marines from underneath, especially when they're crouch-jumping; are still being worked on?
Don't take any of that the wrong way, if there's somebody responsible reading (just flay coding still?) the mod rules, and I understand what beta means, especially beta <b>1.xx</b>, just wondering how much more hair skulking is gonna cost me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Against lvl0 guns skulks can take
10-14-17-23 bullets with lvl0-3 cara
Against lvl3 cara it takes
23-19-18-17 bullets with lvl0-3 guns <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Are these level 3 armor = 30 stats
Or level 3 armor = 40 stats?
Thanks again! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Re-read frogg's post, it quite clearly says level 3 cara' skulk have 40 armour. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I thought skulks with 10 armor took 10 shots to kill, that was my confusion