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Post by mobydick on Sept 21, 2012 17:56:54 GMT -5
I knew I saw it somewhere... but I can't find it anymore.
Would someone explain what are their stats use for? In-game practicality usage I guess...
Guns: Power ? Penetration ? Accuracy ? Speed ?
Armor: Ballistics ? Deflection ? Dodge ? Nano-Ready ? Hard ?
Addition question about guns. Does the bullet type (pistol/auto/heavy) effect the damage deal to enemies? e.g: would a power 6 pistol do the same damage as power 6 auto / heavy?
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Sept 21, 2012 19:33:52 GMT -5
Ballistic I think defends bullets Deflection melee damage Nano ready means any nano med kit you have is used to heal as soon as you die. Hard protects from toxic runoff encounter
Speed is ap it takes to use not sure about power, penetrate, and accuracy. Don't know the equations.
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Post by grävling on Sept 22, 2012 0:30:23 GMT -5
Ballistic I think defends bullets Deflection melee damage Nano ready means any nano med kit you have is used to heal as soon as you die. Hard protects from toxic runoff encounter Speed is ap it takes to use not sure about power, penetrate, and accuracy. Don't know the equations. Only Nano-ready med kits will deploy if you are carrying them and are killed due to physical damage. Speed -- which I really wish would be renamed Rate -- has nothing to do with the AP it takes to use. (That's AP ) For guns it is the rate of fire -- how many shots you get when you use it. For melée weapons it is how many blows you land when you use it. Accuracy is how likely you are to hit the target when you shoot at it. Bigger numbers are better. Power is how much damage it does -- which will be modified by how much damage your enemy's armour soaks up before he gets hurt. Bigger numbers are better. Penetration is how likely your blow is to get through your enemy's armour. Bigger numbers are better. Hard armour always absorbs some damage. But most hard armour also come with a dodge penalty -- Dodge -x -- which means that when you wear them you are more likely to be hit in the first place. This means there is a tradeoff -- if you walk around in a michelin man suit-- one of the heavy armours that make you look like the Michelin Man-- you will get hit a lot more often, but it won't do much damage. If you walk around in soft armour you will avoid more blows, but when they land you will hurt more. +Dodge armours help you dodge attacks so the blows and bullets do not land. They generally do not do as good a job of protecting you when they do land, however, whether they are soft or hard armour. What sort of armour you should be wearing is dependent on your style of play. Pistol and Auto ammo deal the same sort of damage. I think the heavy armor deal extra but I am not sure, in that I hardly ever use heavy ammo, given that it is so expensive.
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ncaoa
Templar
Getting killed by Deathkin. Again.
Posts: 972
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Post by ncaoa on Sept 22, 2012 5:38:21 GMT -5
Oh. So the nano doesn't take affect if you lose all Mp. Only if you die physicaly?
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Post by Cory Trese on Sept 22, 2012 15:28:26 GMT -5
Oh. So the nano doesn't take affect if you lose all Mp. Only if you die physicaly? Correct, because the only Nano items in the game are currently medkits.
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Post by Cory Trese on Sept 22, 2012 15:30:04 GMT -5
I will work on updating the help file to add these details!
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Post by mobydick on Sept 22, 2012 23:38:01 GMT -5
Thanks so much! really helpful guys!
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Post by fallen on Sept 23, 2012 17:44:02 GMT -5
@moby - and a tutorial that specifically explains all that is... so damn close it drives me nuts.
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Post by mobydick on Sept 23, 2012 17:58:23 GMT -5
I think you just need to write it down on paper, and put it on the help files.
For me, these are things that I'd keep referring to again and again.
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Post by Cory Trese on Sept 24, 2012 10:15:35 GMT -5
I will work on updating the help file to add these details! Yeah, to confirm my earlier post I will be adding this to the help file ASAP.
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Post by Cory Trese on Nov 25, 2012 19:42:07 GMT -5
This will be in the help file in the upcoming release
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