Are these damage numbers the kind you get from enemy properties in the editor? Titans have 1800 HP and if headshots with a razorjack do 105 damage and work on them that means you could kill them in ~18 shots, which seems kind of crazy as I've never seen a Razorjack do anything more than tickle a Titan (despite them having no immunity to it as far as I can tell). I'll have to try it because that would make it even more ridiculously efficient than it already is.
Edit: Oh I completely misread that. This still applies to the Ripper though . Even more so as you can let off 18 Ripper shots on a Titan in very little time.
Dispersion Pistol damage statistics (primary/secondary/splash) at each level?
- Semfry
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Subject: Re: Dispersion Pistol damage statistics (primary/secondary/splash) at each level?
Post Posted: 25 Nov 2012, 02:04
Formerly Mman
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Subject: Re: Dispersion Pistol damage statistics (primary/secondary/splash) at each level?
Post Posted: 25 Nov 2012, 09:35
Decapations are just animations showing that you hit the enemy on the top. For example, ASMD causes such animations, but doesn't deal additional damage.
UT counterparts have the same damage amount. For the ripper secondary, it's splash damage only: 34 damage, 180 hurtradius, so rather ineffective.
Mman, bear in mind, that bosses' health is multiplied by (1 + 0.15 * skill). You usually have those skills for different difficulty settings: easy -> 0, medium -> 1, hard -> 2, unreal -> 3. The skill will also reduce the damage they receive: it's multiplied with (1.1 - 0.1 * skill).
So for Ripper primary vs. Titans we have:
Easy: Titan has 1800 HP. Ripper does 115 damage. Titan dies after 16 headshots.
Medium: Titan has 2070 HP. Ripper does 105 damage. Titan dies after 20 headshots.
Hard: Titan has 2340 HP. Ripper does 94 damage. Titan dies after 25 headshots.
Unreal: Titan has 2610 HP. Ripper does 84 damage. Titan dies after 32 headshots.
UT counterparts have the same damage amount. For the ripper secondary, it's splash damage only: 34 damage, 180 hurtradius, so rather ineffective.
Mman, bear in mind, that bosses' health is multiplied by (1 + 0.15 * skill). You usually have those skills for different difficulty settings: easy -> 0, medium -> 1, hard -> 2, unreal -> 3. The skill will also reduce the damage they receive: it's multiplied with (1.1 - 0.1 * skill).
So for Ripper primary vs. Titans we have:
Easy: Titan has 1800 HP. Ripper does 115 damage. Titan dies after 16 headshots.
Medium: Titan has 2070 HP. Ripper does 105 damage. Titan dies after 20 headshots.
Hard: Titan has 2340 HP. Ripper does 94 damage. Titan dies after 25 headshots.
Unreal: Titan has 2610 HP. Ripper does 84 damage. Titan dies after 32 headshots.
- UB_
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Subject: Re: Dispersion Pistol damage statistics (primary/secondary/splash) at each level?
Post Posted: 25 Nov 2012, 16:12
The BIsBoss check activates that health increase. Titans, Warlords and Queens have it ON by default (NOT the Giant Gasbags).
- Bleeder91<NL>
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Subject: Re: Dispersion Pistol damage statistics (primary/secondary/splash) at each level?
Post Posted: 28 Nov 2012, 08:31
bIsBoss ignores headshots as well, am I right?
EDIT: Hm, well that's crap. Seems like 227's check is different from the original. Rifle used to ignore headshots on boss pawns
EDIT2: Nvm, looked at Pawn instead of Scriptedpawn. See Next post.
EDIT: Hm, well that's crap. Seems like 227's check is different from the original. Rifle used to ignore headshots on boss pawns
EDIT2: Nvm, looked at Pawn instead of Scriptedpawn. See Next post.
Last edited by Bleeder91<NL> on 28 Nov 2012, 15:02, edited 1 time in total.
- UB_
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Subject: Re: Dispersion Pistol damage statistics (primary/secondary/splash) at each level?
Post Posted: 28 Nov 2012, 10:47
No, BisBoss has nothing to do with the Headshot immunity by itself. Something probably with the Razorjack/Rifle themselves.
- Bleeder91<NL>
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Subject: Re: Dispersion Pistol damage statistics (primary/secondary/splash) at each level?
Post Posted: 28 Nov 2012, 15:01
Code: Select all
simulated function bool IsHeadShot( vector HitLocation, vector TraceDir )
{
if( !Class'SinglePlayer'.Default.bUseExactHSDetection || HeadRadius<=0 )
return (!bIsBoss && Super.IsHeadShot(HitLocation,TraceDir));
return CheckWithHeadRegion(HitLocation,TraceDir);
}
bIsBoss is definitely a factor.
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