Tremulous Forum
Community => Strategies and Tactics => Topic started by: b0rsuk on April 15, 2006, 07:27:11 pm
-
Note: This is for Tremulous 1.1.0.
1.2.0 will have different values.
Hey
This is my attempt to translate tremlulous source code concerning weapons etc. into something more convenient for humans. Original is here:
http://svn.icculus.org/tremulous/trunk/src/game/tremulous.h?rev=754&view=markup
--------------------------------------
repeat - in miliseconds, less is better.
damage - with one shot
reload - obvious
dps - damage dealt per second (one clip); how much damage a weapon can theoretically deal during one second.
That's enough for now. Damage/second gets more complex as you count reload time and possible battery pack.
empties clip: how long does it take to use up your clip. Low value is bad, it means you have to reload more often.
------------
BLASTER
damage: 9
repeat: 600ms
dps: 15dps
projectile speed: 1400
RIFLE
damage: 5
repeat: 90
dps: 55 1/2
reload: 2000ms
clip: 30
spread: 200
empties clip: 2.7 sec
PAINSAW
damage: 15
repeat: 75
dps: 200
range: 40
GRENADE
damage: 310
radius: 192
SHOTGUN
damage: 56 (8 pellets 7 damage each)
repeat: 1000ms
dps: 56
reload: 2s
clip: 8
spread: 900
empties clip: 7 sec (you don't wait 1000 before first shot)
LASGUN
damage: 9
repeat: 200ms
dps: 45
clip:200(300 battpack)
no spread ?
MASS DRIVER
damage: 38
repeat: 1000ms
dps: 38
clip: 5(7 with battpack)
reload: 2000ms
no spread ?
empties clip: 4 sec (6 sec)
CHAINGUN
damage: 6
repeat: 80ms
dps: 75
spread: 1000 (probably lower when crouching/battlesuit)
clip: 300
PULSE RIFLE
damage: 9
repeat: 100
dps: 90
clip: 50(75)
projectile speed: 1000ms
reload: 2000ms
no spread ?
empties clip: 5 sec (7.5 sec)
FLAMER
damage: 20
repeat: 200
dps: 100
projectile speed: 200
LUCIFER
calculate it yourself, too complex.
damage: UpTo265 or 27
radius: 150 or 75
----------------
Human weapons from highest dps to lowest, excluding grenade and lucifer:
PAINSAW 200
FLAMER 100
PULSE RIFLE 90
CHAINGUN 75
SHOTGUN 56
RIFLE 55 1/2
LASGUN 45
MASS DRIVER 38
BLASTER 15
Keep in mind that reload times were not included in dps values. Rifle deals more than lasgun but reloads quite often and is probably less acurate.Another big advantage is that it's quite silent, you often don't realize you're being fired at until you start taking damage.
-
Alien classes:
reward is how much cash you get for killing one. I think locational damage modifier is for melee only. It's 0.5x for legs, 1x for torso, 2x for head unless_i_am_missing_something. Also don't forget these values get reduced by armor and I don't know formula for that.
--------------
GRANGER/ADV GRANGER
health: 50/75
speed: 0.8/1.0
regen: 2/3
build delay: 12sec/17sec
reward: 200/250
blob damage: 4
blob repeat: 1000ms
blob dps: 4
blob speed: 800
claw damage: 10/20/40
claw repeat: 1000ms
claw dps: 10/20/40
claw range: 64
------------------
DRETCH
speed: 1.3
health: 25
regen: 1
reward: 175
bite damage: 48
bite repeat: 500ms
bite range: 64
----------------
BASILISK/ADV BASILISK
speed: 1.25
health: 75/100
regen: 2/3
reward: 225/275
claw damage: 32
claw repeat: 600ms/500ms
claw range: 96 (curious)
grab range: 64
poison breath damage: 4 per tick.
duration: ???
-------------------
MARAUDER/ADV MARAUDER
speed: 1.2
health: 150/175
regen: 4/5
reward: 350/450
claw damage: 40
claw repeat: 500ms/400ms
claw range: 96
zap damage: 80 (??? I'm obviously missing something)
zap lasts: 1000ms
zap repeat: 1500ms
100% first target, 50% second target, 33% third target
------------------------
DRAGOON/ADV DRAGOON
speed: 1.1
health: 200/250
regen: 6/7
reward: 500/600
claw damage: 80
claw range: 96
claw repeat: 700ms/600ms
pounce damage: 100
barb damage: 110
barb repeat: 1000ms
--------------------------
TYRANT
speed: 1.2
health: 400
regen: 7
reward: 800
claw damage: 100
claw range: 128
claw repeat: 750ms
regen aura range: 200 (80% of tesla range)
regen aura modifier: x2
charge speed: x2
charge damage: 110
charge repeat: 1000ms
-
zap damage: 80 (??? I'm obviously missing something)
From field testing, I've seen it do 20. Something that would also be nice to know is how damage in general is modified for light armor/helmet/battlesuit.
If you include reload times, you get:
RIFLE
Time to fire a load (all 6 clips): 28,2 sec
Total damage in a load: 900
dps: 31.91
SHOTGUN
Time to fire a load (all 3 clips): 30 sec
Total damage in a load: 1344
dps: 44.8
MASS DRIVER
Time to fire a load (all 4 clips): 28 sec (36 w/ bat pack)
Total damage in a load: 760 (1064 w/ bp)
dps: 27.14 (29.55 w/ bp)
PULSE RIFLE
Time to fire a load (all 4 clips): 28 sec (38 w/ bat pack)
Total damage in a load: 1800 (2700 w/ bp)
dps: 64.29 (71.05 w/ bp)
Also,
CHAINGUN
Time to fire a load: 24 sec
Total damage in a load: 1800
FLAMER
Time to fire a load: 30 sec
Total damage in a load: 3000
LASGUN
Time to fire a load: 40 sec (60 bp)
Total damage in a load: 1800 (2700)
So taking in account reload times, along with b0rsuk's calculations we have:
PAINSAW 200
FLAMER 100
CHAINGUN 75
PULSE RIFLE 64.29
LASGUN 45
SHOTGUN 44.8
RIFLE 31.91
MASS DRIVER 27.14
BLASTER 15
Damage you can deal before you have to return base to reload (good for base hunting logistics) - (Note - I'm assuming you close in to the target so that you do not miss a single shot, so as to bear the full amount of damage of the chaingun against alien bases, for instance, instead of shooting from a distance and wasting some damage in spread)
PAINSAW -
BLASTER -
FLAMER 3000
PULSE RIFLE 1800 (2700)
LASGUN 1800 (2700)
CHAINGUN 1800
SHOTGUN 1344
MASS DRIVER 760 (1024)
RIFLE 900
As to the lucifer cannon, I believe the stats are: repeat time 1000ms, 265 for a full charge (2 seconds charging) and 27 for secondary short shot. I believe repeat time is the same for both charged and uncharged shot, but that is my guess, since there is a mysterious 500ms reload time in the code I don't understand. Repeat for uncharged is 1000ms, at least.
Each full charge shot consumes 9 ammo. So, assuming everything I said is correct, that would give:
LUCIFER - SINGLE SHOTS (Secondary button)
Time to fire a load: 90 sec
Total damage in a load: 2430
dps 27
LUCIFER - FULLY CHARGED SHOTS
Time to fire a load: 30 sec
Total damage in a load: 2650
dps 88.33
Other interesting statistics are: Alien Overmind HPs: 750, regeneration rate 6hp/sec, Alien Egg HPs:250 regeneration rate 8hps/sec. Alien buildings start regenerating 2 seconds after they stop receiving damage, so if you leave the overmind with 1 hit point and get killed, it takes 127 seconds for it to regenerate back to full health. An alien egg on the other hand, completely heals after 33 seconds. Each rifle clip packs 150 damage, so it takes a little below 2 full clips to take out an egg, and 5 whole clips (and 21.5 seconds shooting at it) to take down an overmind. On the other hand, a painsaw takes an egg out in 1.25 seconds, and an overmind in 3.75 seconds. That's why painsaws are my new best friend (good for a tips section).[/b]
-
I realize the values for the lucifer cannon are not accurate, since from extensive field testing I've verified that an alien egg can withstand a fully charged (when it starts beeping) lcannon shot and survive (although a short shot is all it takes to finish it afterwards). It may be that the fully charged shots people usually fire are a little below the stated 265 damage, simply because it's almost impossible to hold the shot to the very last of the charge without having it blow on your face.
-
I don't know. But it's possible buildings have some kind of damage reduction.
-------------------
conclusion: mass driver is pathetic. Use lasgun instead.
-
The marauder's lightning does damage over time, I think for about 1 second. So as long as you stay within range of your target, it will deal damage. Against an unarmored human, its 80 damage if you stay within range the entire time.
-
No human building stats in this thread?
Turret:
Health: 190
Range: 300
Damage: 4
Repeat: 100ms
DPS: 40
Tesla:
Health: 220
Range: 250
Damage: 9
Repeat: 250
DPS: 36
Reactor:
Health: 930
Range: 100
Damage: 40
Repeat: 1000
DPS: 40
Repeater:
Health: 250
Telenode:
Health: 310
Armoury:
Health: 280
Medi Station:
Health: 190
Def. Computer:
Health: 190
-
Can we get any clarification oh how the human armor system works ? I don't see it anywhere in the file. Against a battlesuit, I think I hit it 3 times with a marauder and it looked like a headshot, but it was still alive.
-
Can we get any clarification oh how the human armor system works ? I don't see it anywhere in the file.
look at files in the "armour" directory (larmour.armour, helmet.armour and bsuit.armour).
For the battlesuit the modifier is 0.2, so you probably take only 20% of the damage.
Light armour have modifiers from 0.25 to 0.4, depending the angle of the attacker. The back seem to be better protected.
The helmet protect only the head, with a modifier of 0.3.
You can also look at the file "locdamage.cfg" in "\models\players\". For the base human, it's 50% of the damage when legs are hits, 100% for torso, and 200% for head.
-
Ok, so the light armor/helmet is probably trickier.
(I didn't install the sourcecode when I installed tremulous, and I can't find files you mention on the web svn repo)
------------
So let's see.
Legshots against battlesuit: multiplier is 0.2 * 0.5 = 0.1
Adv.granger bite is 20 damage.
20* 0.1 = 2... 100/2 = 50 bites.
basilisk:
32 * 0.1 = 3.2 (assuming it can do floats).
100/3.2 = 31.25 (32)
Marauder: 40/10=4
100/4=25 hits to kill.
No, that's ridiculous, I guess I'm missing something.Headshots:
2 * 0.2 = 0.4
40*0.4 = 16 damage
100/16 = 7 marauder headshots. That's better.
-
I didn't install the sourcecode when I installed tremulous, and I can't find files you mention on the web svn repo
The armour and locdamage files are not part of the source code, but of the media. You have to unpack "data-1.1.0.pk3" for them. You can use WinZip or 7-zip (http://www.7-zip.org/) for that.
-
What's the "spread" mesured in? I want to calculate the efficacy of weapons at different ranges.
-
basilisk:
32 * 0.1 = 3.2 (assuming it can do floats).
100/3.2 = 31.25 (32)
Nope, it can't do floats. The last step of damage calculation is flooring it to an integer. That means 34 basilisk hits to take down Battlesuit by legswipes.
What's the "spread" mesured in? I want to calculate the efficacy of weapons at different ranges.
The max spread angle tangent is WEAPON_SPREAD / 8192. Example for chaingun:
tg alpha = 1000 / 8192
alpha = arctg 0.122
alpha = 6˚57'35''
If you include reload times, you get:
RIFLE
Time to fire a load (all 6 clips): 28,2 sec
Total damage in a load: 900
dps: 31.91
SHOTGUN
Time to fire a load (all 3 clips): 30 sec
Total damage in a load: 1344
dps: 44.8
MASS DRIVER
Time to fire a load (all 4 clips): 28 sec (36 w/ bat pack)
Total damage in a load: 760 (1064 w/ bp)
dps: 27.14 (29.55 w/ bp)
PULSE RIFLE
Time to fire a load (all 4 clips): 28 sec (38 w/ bat pack)
Total damage in a load: 1800 (2700 w/ bp)
dps: 64.29 (71.05 w/ bp)
Wrong, you have one more clip already loaded.
RIFLE
Time to fire a load (all 7 clips): 30.9 sec
Total damage in a load: 1050
dps: 33.98
SHOTGUN
Time to fire a load (all 4 clips): 38 sec
Total damage in a load: 1792
dps: 47.16
MASS DRIVER
Time to fire a load (all 5 clips): 33 sec (43 w/ bat pack)
Total damage in a load: 950 (1330 w/ bp)
dps: 28.79 (30.93 w/ bp)
PULSE RIFLE
Time to fire a load (all 5 clips): 33 sec (45.5 w/ bat pack)
Total damage in a load: 2250 (3375 w/ bp)
dps: 68.18 (74.18 w/ bp)
-
Zap is a LOS attack which does damage based upon where it hits. Base, it does 40HP over a full duration, which may be cut short by losing LOS with the target such as if it ducks around a corner. Where it hits is determined by the orientation of the marauder to the human. If above; it hits the head, if at the side, it hits the torso, if at the feet it hits the feet. It's also possible for the marauder to hit 50% of the attack against the torso and another 50% of the attack against the head.
Against an unarmed human:
80/40/20
Against a human with armor and helm:
40/20/10
Against a BSUIT:
20/10/5
-
Not bad.
But next time try to get it right. Zap is a "non locational" damage type which does 80 points of damage total over 1 second and doesn't care at all where you hit. Armor reduction for such damage is simply the mean value of each armor slot :
- no armor = 0.0
- helmet only = 0.2
- light armour = 0.69
- light armour + helmet = 0.752
- battlesuit = 0.8
I might have made some slight errors in there since the algorithm used to compute that is weird.
Next, the damage spreads when attacking multiple targets. Zap does at most ( and without counting bugs ) 80 points of damage total. When against one target it's easy, against 2 targets it is :
60 - 20
and against 3 targets it is :
44.8 - 26.4 - 8.8
On a side not, the dragoon pounce is 100 points of non locational damage too so the armor reductions are the same.
-
it also only requires LOS to get the zap to connect, once zap lands, moving out of range is the only way to break it. (something the maras learned to abuse very well against turrets for the week or so that tjw made maras do 80/80/80 damage with zap)
-
a fully charged (when it starts beeping) lcannon shot
From my experience in cloning the Luci into the Xael 2 -- it starts beeping at 2/3 charge and at full charge will fire and immediately explode a primary shot missile in front of your face.
-
it also only requires LOS to get the zap to connect, once zap lands, moving out of range is the only way to break it. (something the maras learned to abuse very well against turrets for the week or so that tjw made maras do 80/80/80 damage with zap)
80/80/80 damage is insanely powerful! It shouldn't even have been tested like that :) With that, the Mara is the alien dealing the most damage per second in the game.
-
and against 3 targets it is :
44.8 - 26.4 - 8.8
Wrong, the values are ceiled and truncated by damage left to be dealt which makes it 41/26/13.
-
and against 3 targets it is :
44.8 - 26.4 - 8.8
Wrong, the values are ceiled and truncated by damage left to be dealt which makes it 41/26/13.
Yeah, as you say I just didn't want to bother with the floor/ceil thing :D
-
wheres the alien structure/object stats :x
-
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2006 Tim Angus
This file is part of Tremulous.
Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Tremulous is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/*
* ALIEN weapons
*
* _REPEAT - time in msec until the weapon can be used again
* _DMG - amount of damage the weapon does
*
* ALIEN_WDMG_MODIFIER - overall damage modifier for coarse tuning
*
*/
#define ALIEN_WDMG_MODIFIER 1.0f
#define ADM(d) ((int)((float)d*ALIEN_WDMG_MODIFIER))
#define ABUILDER_BUILD_REPEAT 500
#define ABUILDER_CLAW_DMG ADM(20)
#define ABUILDER_CLAW_RANGE 64.0f
#define ABUILDER_CLAW_WIDTH 4.0f
#define ABUILDER_CLAW_REPEAT 1000
#define ABUILDER_CLAW_K_SCALE 1.0f
#define ABUILDER_BASE_DELAY 17000
#define ABUILDER_ADV_DELAY 12000
#define ABUILDER_BLOB_DMG ADM(4)
#define ABUILDER_BLOB_REPEAT 1000
#define ABUILDER_BLOB_SPEED 800.0f
#define ABUILDER_BLOB_SPEED_MOD 0.5f
#define ABUILDER_BLOB_TIME 5000
#define LEVEL0_BITE_DMG ADM(48)
#define LEVEL0_BITE_RANGE 64.0f
#define LEVEL0_BITE_WIDTH 6.0f
#define LEVEL0_BITE_REPEAT 500
#define LEVEL0_BITE_K_SCALE 1.0f
#define LEVEL1_CLAW_DMG ADM(32)
#define LEVEL1_CLAW_RANGE 96.0f
#define LEVEL1_CLAW_WIDTH 10.0f
#define LEVEL1_CLAW_REPEAT 600
#define LEVEL1_CLAW_U_REPEAT 500
#define LEVEL1_CLAW_K_SCALE 1.0f
#define LEVEL1_CLAW_U_K_SCALE 1.0f
#define LEVEL1_GRAB_RANGE 64.0f
#define LEVEL1_GRAB_TIME 300
#define LEVEL1_GRAB_U_TIME 450
#define LEVEL1_PCLOUD_DMG ADM(4)
#define LEVEL1_PCLOUD_RANGE 200.0f
#define LEVEL1_PCLOUD_REPEAT 2000
#define LEVEL1_PCLOUD_TIME 10000
#define LEVEL2_CLAW_DMG ADM(40)
#define LEVEL2_CLAW_RANGE 96.0f
#define LEVEL2_CLAW_WIDTH 12.0f
#define LEVEL2_CLAW_REPEAT 500
#define LEVEL2_CLAW_K_SCALE 1.0f
#define LEVEL2_CLAW_U_REPEAT 400
#define LEVEL2_CLAW_U_K_SCALE 1.0f
#define LEVEL2_AREAZAP_DMG ADM(80)
#define LEVEL2_AREAZAP_RANGE 200.0f
#define LEVEL2_AREAZAP_WIDTH 15.0f
#define LEVEL2_AREAZAP_REPEAT 1500
#define LEVEL2_AREAZAP_TIME 1000
#define LEVEL2_AREAZAP_MAX_TARGETS 3
#define LEVEL2_WALLJUMP_MAXSPEED 1000.0f
#define LEVEL3_CLAW_DMG ADM(80)
#define LEVEL3_CLAW_RANGE 96.0f
#define LEVEL3_CLAW_WIDTH 16.0f
#define LEVEL3_CLAW_REPEAT 700
#define LEVEL3_CLAW_K_SCALE 1.0f
#define LEVEL3_CLAW_U_REPEAT 600
#define LEVEL3_CLAW_U_K_SCALE 1.0f
#define LEVEL3_POUNCE_DMG ADM(100)
#define LEVEL3_POUNCE_RANGE 72.0f
#define LEVEL3_POUNCE_WIDTH 16.0f
#define LEVEL3_POUNCE_SPEED 700
#define LEVEL3_POUNCE_UPG_SPEED 800
#define LEVEL3_POUNCE_SPEED_MOD 0.75f
#define LEVEL3_POUNCE_CHARGE_TIME 700
#define LEVEL3_POUNCE_TIME 400
#define LEVEL3_BOUNCEBALL_DMG ADM(110)
#define LEVEL3_BOUNCEBALL_REPEAT 1000
#define LEVEL3_BOUNCEBALL_SPEED 1000.0f
#define LEVEL4_CLAW_DMG ADM(100)
#define LEVEL4_CLAW_RANGE 128.0f
#define LEVEL4_CLAW_WIDTH 20.0f
#define LEVEL4_CLAW_REPEAT 750
#define LEVEL4_CLAW_K_SCALE 1.0f
#define LEVEL4_REGEN_RANGE 200.0f
#define LEVEL4_REGEN_MOD 2.0f
#define LEVEL4_CHARGE_SPEED 2.0f
#define LEVEL4_CHARGE_TIME 3000
#define LEVEL4_CHARGE_CHARGE_TIME 1500
#define LEVEL4_MIN_CHARGE_TIME 750
#define LEVEL4_CHARGE_CHARGE_RATIO (LEVEL4_CHARGE_TIME/LEVEL4_CHARGE_CHARGE_TIME)
#define LEVEL4_CHARGE_REPEAT 1000
#define LEVEL4_CHARGE_DMG ADM(110)
/*
* ALIEN classes
*
* _SPEED - fraction of Q3A run speed the class can move
* _REGEN - health per second regained
*
* ALIEN_HLTH_MODIFIER - overall health modifier for coarse tuning
*
*/
#define ALIEN_HLTH_MODIFIER 1.0f
#define AHM(h) ((int)((float)h*ALIEN_HLTH_MODIFIER))
#define ALIEN_VALUE_MODIFIER 1.0f
#define AVM(h) ((int)((float)h*ALIEN_VALUE_MODIFIER))
#define ABUILDER_SPEED 0.8f
#define ABUILDER_VALUE AVM(200)
#define ABUILDER_HEALTH AHM(50)
#define ABUILDER_REGEN 2
#define ABUILDER_COST 0
#define ABUILDER_UPG_SPEED 1.0f
#define ABUILDER_UPG_VALUE AVM(250)
#define ABUILDER_UPG_HEALTH AHM(75)
#define ABUILDER_UPG_REGEN 3
#define ABUILDER_UPG_COST 0
#define LEVEL0_SPEED 1.3f
#define LEVEL0_VALUE AVM(175)
#define LEVEL0_HEALTH AHM(25)
#define LEVEL0_REGEN 1
#define LEVEL0_COST 0
#define LEVEL1_SPEED 1.25f
#define LEVEL1_VALUE AVM(225)
#define LEVEL1_HEALTH AHM(75)
#define LEVEL1_REGEN 2
#define LEVEL1_COST 1
#define LEVEL1_UPG_SPEED 1.25f
#define LEVEL1_UPG_VALUE AVM(275)
#define LEVEL1_UPG_HEALTH AHM(100)
#define LEVEL1_UPG_REGEN 3
#define LEVEL1_UPG_COST 1
#define LEVEL2_SPEED 1.2f
#define LEVEL2_VALUE AVM(350)
#define LEVEL2_HEALTH AHM(150)
#define LEVEL2_REGEN 4
#define LEVEL2_COST 1
#define LEVEL2_UPG_SPEED 1.2f
#define LEVEL2_UPG_VALUE AVM(450)
#define LEVEL2_UPG_HEALTH AHM(175)
#define LEVEL2_UPG_REGEN 5
#define LEVEL2_UPG_COST 1
#define LEVEL3_SPEED 1.1f
#define LEVEL3_VALUE AVM(500)
#define LEVEL3_HEALTH AHM(200)
#define LEVEL3_REGEN 6
#define LEVEL3_COST 1
#define LEVEL3_UPG_SPEED 1.1f
#define LEVEL3_UPG_VALUE AVM(600)
#define LEVEL3_UPG_HEALTH AHM(250)
#define LEVEL3_UPG_REGEN 7
#define LEVEL3_UPG_COST 1
#define LEVEL4_SPEED 1.2f
#define LEVEL4_VALUE AVM(800)
#define LEVEL4_HEALTH AHM(400)
#define LEVEL4_REGEN 7
#define LEVEL4_COST 2
/*
* ALIEN buildables
*
* _BP - build points required for this buildable
* _BT - build time required for this buildable
* _REGEN - the amount of health per second regained
* _SPLASHDAMGE - the amount of damage caused by this buildable when melting
* _SPLASHRADIUS - the radius around which it does this damage
*
* CREEP_BASESIZE - the maximum distance a buildable can be from an egg/overmind
* ALIEN_BHLTH_MODIFIER - overall health modifier for coarse tuning
*
*/
#define ALIEN_BHLTH_MODIFIER 1.0f
#define ABHM(h) ((int)((float)h*ALIEN_BHLTH_MODIFIER))
#define CREEP_BASESIZE 700
#define CREEP_TIMEOUT 1000
#define CREEP_MODIFIER 0.5f
#define CREEP_ARMOUR_MODIFIER 0.75f
#define CREEP_SCALEDOWN_TIME 3000
#define ASPAWN_BP 10
#define ASPAWN_BT 15000
#define ASPAWN_HEALTH ABHM(250)
#define ASPAWN_REGEN 8
#define ASPAWN_SPLASHDAMAGE 50
#define ASPAWN_SPLASHRADIUS 50
#define ASPAWN_CREEPSIZE 120
#define ASPAWN_VALUE 150
#define BARRICADE_BP 10
#define BARRICADE_BT 20000
#define BARRICADE_HEALTH ABHM(200)
#define BARRICADE_REGEN 14
#define BARRICADE_SPLASHDAMAGE 50
#define BARRICADE_SPLASHRADIUS 50
#define BARRICADE_CREEPSIZE 120
#define BOOSTER_BP 12
#define BOOSTER_BT 15000
#define BOOSTER_HEALTH ABHM(150)
#define BOOSTER_REGEN 8
#define BOOSTER_SPLASHDAMAGE 50
#define BOOSTER_SPLASHRADIUS 50
#define BOOSTER_CREEPSIZE 120
#define BOOSTER_INTERVAL 30000 //time in msec between uses (per player)
#define BOOSTER_REGEN_MOD 2.0f
#define BOOST_TIME 30000
#define ACIDTUBE_BP 8
#define ACIDTUBE_BT 15000
#define ACIDTUBE_HEALTH ABHM(125)
#define ACIDTUBE_REGEN 10
#define ACIDTUBE_SPLASHDAMAGE 6
#define ACIDTUBE_SPLASHRADIUS 300
#define ACIDTUBE_CREEPSIZE 120
#define ACIDTUBE_RANGE 300.0f
#define ACIDTUBE_REPEAT 3000
#define ACIDTUBE_K_SCALE 1.0f
#define HIVE_BP 12
#define HIVE_BT 20000
#define HIVE_HEALTH ABHM(125)
#define HIVE_REGEN 10
#define HIVE_SPLASHDAMAGE 30
#define HIVE_SPLASHRADIUS 200
#define HIVE_CREEPSIZE 120
#define HIVE_RANGE 400.0f
#define HIVE_REPEAT 5000
#define HIVE_K_SCALE 1.0f
#define HIVE_DMG 50
#define HIVE_SPEED 240.0f
#define HIVE_DIR_CHANGE_PERIOD 500
#define TRAPPER_BP 8
#define TRAPPER_BT 12000
#define TRAPPER_HEALTH ABHM(50)
#define TRAPPER_REGEN 6
#define TRAPPER_SPLASHDAMAGE 15
#define TRAPPER_SPLASHRADIUS 100
#define TRAPPER_CREEPSIZE 30
#define TRAPPER_RANGE 400
#define TRAPPER_REPEAT 1000
#define TRAPPER_K_SCALE 1.0f
#define LOCKBLOB_SPEED 650.0f
#define LOCKBLOB_LOCKTIME 5000
#define LOCKBLOB_DOT 0.85f // max angle = acos( LOCKBLOB_DOT )
#define LOCKBLOB_K_SCALE 1.0f
#define OVERMIND_BP 0
#define OVERMIND_BT 30000
#define OVERMIND_HEALTH ABHM(750)
#define OVERMIND_REGEN 6
#define OVERMIND_SPLASHDAMAGE 15
#define OVERMIND_SPLASHRADIUS 300
#define OVERMIND_CREEPSIZE 120
#define OVERMIND_ATTACK_RANGE 150.0f
#define OVERMIND_ATTACK_REPEAT 1000
#define OVERMIND_VALUE 300
#define HOVEL_BP 0
#define HOVEL_BT 15000
#define HOVEL_HEALTH ABHM(375)
#define HOVEL_REGEN 20
#define HOVEL_SPLASHDAMAGE 20
#define HOVEL_SPLASHRADIUS 200
#define HOVEL_CREEPSIZE 120
/*
* ALIEN misc
*
* ALIENSENSE_RANGE - the distance alien sense is useful for
*
*/
#define ALIENSENSE_RANGE 1000.0f
#define ALIEN_POISON_TIME 10000
#define ALIEN_POISON_DMG 30
#define ALIEN_POISON_DIVIDER (1.0f/1.32f) //about 1.0/(time`th root of damage)
#define ALIEN_SPAWN_REPEAT_TIME 10000
#define ALIEN_REGEN_DAMAGE_TIME 2000 //msec since damage that regen starts again
/*
* HUMAN weapons
*
* _REPEAT - time between firings
* _RELOAD - time needed to reload
* _PRICE - amount in credits weapon costs
*
* HUMAN_WDMG_MODIFIER - overall damage modifier for coarse tuning
*
*/
#define HUMAN_WDMG_MODIFIER 1.0f
#define HDM(d) ((int)((float)d*HUMAN_WDMG_MODIFIER))
#define BLASTER_REPEAT 600
#define BLASTER_K_SCALE 1.0f
#define BLASTER_SPREAD 200
#define BLASTER_SPEED 1400
#define BLASTER_DMG HDM(9)
#define RIFLE_CLIPSIZE 30
#define RIFLE_MAXCLIPS 6
#define RIFLE_REPEAT 90
#define RIFLE_K_SCALE 1.0f
#define RIFLE_RELOAD 2000
#define RIFLE_PRICE 0
#define RIFLE_SPREAD 200
#define RIFLE_DMG HDM(5)
#define PAINSAW_PRICE 100
#define PAINSAW_REPEAT 75
#define PAINSAW_K_SCALE 1.0f
#define PAINSAW_DAMAGE HDM(15)
#define PAINSAW_RANGE 40.0f
#define GRENADE_PRICE 200
#define GRENADE_REPEAT 0
#define GRENADE_K_SCALE 1.0f
#define GRENADE_DAMAGE HDM(310)
#define GRENADE_RANGE 192.0f
#define GRENADE_SPEED 400.0f
#define SHOTGUN_PRICE 150
#define SHOTGUN_SHELLS 8
#define SHOTGUN_PELLETS 8 //used to sync server and client side
#define SHOTGUN_MAXCLIPS 3
#define SHOTGUN_REPEAT 1000
#define SHOTGUN_K_SCALE 1.0f
#define SHOTGUN_RELOAD 2000
#define SHOTGUN_SPREAD 900
#define SHOTGUN_DMG HDM(7)
#define LASGUN_PRICE 250
#define LASGUN_AMMO 200
#define LASGUN_REPEAT 200
#define LASGUN_K_SCALE 1.0f
#define LASGUN_RELOAD 2000
#define LASGUN_DAMAGE HDM(9)
#define MDRIVER_PRICE 350
#define MDRIVER_CLIPSIZE 5
#define MDRIVER_MAXCLIPS 4
#define MDRIVER_DMG HDM(38)
#define MDRIVER_REPEAT 1000
#define MDRIVER_K_SCALE 1.0f
#define MDRIVER_RELOAD 2000
#define CHAINGUN_PRICE 400
#define CHAINGUN_BULLETS 300
#define CHAINGUN_REPEAT 80
#define CHAINGUN_K_SCALE 1.0f
#define CHAINGUN_SPREAD 1000
#define CHAINGUN_DMG HDM(6)
#define PRIFLE_PRICE 400
#define PRIFLE_CLIPS 50
#define PRIFLE_MAXCLIPS 4
#define PRIFLE_REPEAT 100
#define PRIFLE_K_SCALE 1.0f
#define PRIFLE_RELOAD 2000
#define PRIFLE_DMG HDM(9)
#define PRIFLE_SPEED 1000
#define FLAMER_PRICE 450
#define FLAMER_GAS 150
#define FLAMER_REPEAT 200
#define FLAMER_K_SCALE 1.0f
#define FLAMER_DMG HDM(20)
#define FLAMER_RADIUS 50
#define FLAMER_LIFETIME 800.0f
#define FLAMER_SPEED 200.0f
#define FLAMER_LAG 0.65f //the amount of player velocity that is added to the fireball
#define LCANNON_PRICE 600
#define LCANNON_AMMO 90
#define LCANNON_REPEAT 500
#define LCANNON_K_SCALE 1.0f
#define LCANNON_CHARGEREPEAT 1000
#define LCANNON_RELOAD 2000
#define LCANNON_DAMAGE HDM(265)
#define LCANNON_RADIUS 150
#define LCANNON_SECONDARY_DAMAGE HDM(27)
#define LCANNON_SECONDARY_RADIUS 75
#define LCANNON_SPEED 350
#define LCANNON_CHARGE_TIME 2000
#define LCANNON_TOTAL_CHARGE 255
#define LCANNON_MIN_CHARGE 50
#define HBUILD_PRICE 0
#define HBUILD_REPEAT 1000
#define HBUILD_DELAY 17500
#define HBUILD_HEALRATE 18
#define HBUILD2_PRICE 0
#define HBUILD2_REPEAT 1000
#define HBUILD2_DELAY 15000
/*
* HUMAN upgrades
*/
#define LIGHTARMOUR_PRICE 70
#define HELMET_PRICE 90
#define HELMET_RANGE 1000.0f
#define MEDKIT_PRICE 0
#define BATTPACK_PRICE 100
#define BATTPACK_MODIFIER 1.5f //modifier for extra energy storage available
#define JETPACK_PRICE 120
#define JETPACK_FLOAT_SPEED 128.0f //up movement speed
#define JETPACK_SINK_SPEED 192.0f //down movement speed
#define JETPACK_DISABLE_TIME 1000 //time to disable the jetpack when player damaged
#define JETPACK_DISABLE_CHANCE 0.3f
#define BSUIT_PRICE 400
#define MGCLIP_PRICE 0
#define CGAMMO_PRICE 0
#define GAS_PRICE 0
#define MEDKIT_POISON_IMMUNITY_TIME 30000
#define MEDKIT_STARTUP_TIME 4000
#define MEDKIT_STARTUP_SPEED 5
/*
* HUMAN buildables
*
* _BP - build points required for this buildable
* _BT - build time required for this buildable
* _SPLASHDAMGE - the amount of damage caused by this buildable when it blows up
* _SPLASHRADIUS - the radius around which it does this damage
*
* REACTOR_BASESIZE - the maximum distance a buildable can be from an reactor
* REPEATER_BASESIZE - the maximum distance a buildable can be from a repeater
* HUMAN_BHLTH_MODIFIER - overall health modifier for coarse tuning
*
*/
#define HUMAN_BHLTH_MODIFIER 1.0f
#define HBHM(h) ((int)((float)h*HUMAN_BHLTH_MODIFIER))
#define REACTOR_BASESIZE 1000
#define REPEATER_BASESIZE 500
#define HUMAN_DETONATION_DELAY 5000
#define HSPAWN_BP 10
#define HSPAWN_BT 10000
#define HSPAWN_HEALTH HBHM(310)
#define HSPAWN_SPLASHDAMAGE 50
#define HSPAWN_SPLASHRADIUS 100
#define HSPAWN_VALUE 1
#define MEDISTAT_BP 8
#define MEDISTAT_BT 10000
#define MEDISTAT_HEALTH HBHM(190)
#define MEDISTAT_SPLASHDAMAGE 50
#define MEDISTAT_SPLASHRADIUS 100
#define MGTURRET_BP 8
#define MGTURRET_BT 10000
#define MGTURRET_HEALTH HBHM(190)
#define MGTURRET_SPLASHDAMAGE 100
#define MGTURRET_SPLASHRADIUS 100
#define MGTURRET_ANGULARSPEED 8 //degrees/think ~= 200deg/sec
#define MGTURRET_ACCURACYTOLERANCE MGTURRET_ANGULARSPEED / 1.5f //angular difference for turret to fire
#define MGTURRET_VERTICALCAP 30 // +/- maximum pitch
#define MGTURRET_REPEAT 100
#define MGTURRET_K_SCALE 1.0f
#define MGTURRET_RANGE 300.0f
#define MGTURRET_SPREAD 200
#define MGTURRET_DMG HDM(4)
#define MGTURRET_DCC_ANGULARSPEED 10
#define MGTURRET_DCC_ACCURACYTOLERANCE MGTURRET_DCC_ANGULARSPEED / 1.5f
#define MGTURRET_GRAB_ANGULARSPEED 3
#define MGTURRET_GRAB_ACCURACYTOLERANCE MGTURRET_GRAB_ANGULARSPEED / 1.5f
#define TESLAGEN_BP 10
#define TESLAGEN_BT 15000
#define TESLAGEN_HEALTH HBHM(220)
#define TESLAGEN_SPLASHDAMAGE 50
#define TESLAGEN_SPLASHRADIUS 100
#define TESLAGEN_REPEAT 250
#define TESLAGEN_K_SCALE 4.0f
#define TESLAGEN_RANGE 250
#define TESLAGEN_DMG HDM(9)
#define DC_BP 8
#define DC_BT 10000
#define DC_HEALTH HBHM(190)
#define DC_SPLASHDAMAGE 50
#define DC_SPLASHRADIUS 100
#define ARMOURY_BP 10
#define ARMOURY_BT 10000
#define ARMOURY_HEALTH HBHM(280)
#define ARMOURY_SPLASHDAMAGE 50
#define ARMOURY_SPLASHRADIUS 100
#define REACTOR_BP 0
#define REACTOR_BT 20000
#define REACTOR_HEALTH HBHM(930)
#define REACTOR_SPLASHDAMAGE 200
#define REACTOR_SPLASHRADIUS 300
#define REACTOR_ATTACK_RANGE 100.0f
#define REACTOR_ATTACK_REPEAT 1000
#define REACTOR_ATTACK_DAMAGE 40
#define REACTOR_VALUE 2
#define REPEATER_BP 0
#define REPEATER_BT 10000
#define REPEATER_HEALTH HBHM(250)
#define REPEATER_SPLASHDAMAGE 50
#define REPEATER_SPLASHRADIUS 100
#define REPEATER_INACTIVE_TIME 90000
/*
* HUMAN misc
*/
#define HUMAN_SPRINT_MODIFIER 1.2f
#define HUMAN_JOG_MODIFIER 1.0f
#define HUMAN_BACK_MODIFIER 0.8f
#define HUMAN_SIDE_MODIFIER 0.9f
#define STAMINA_STOP_RESTORE 25
#define STAMINA_WALK_RESTORE 15
#define STAMINA_SPRINT_TAKE 8
#define STAMINA_LARMOUR_TAKE 4
#define HUMAN_SPAWN_REPEAT_TIME 10000
/*
* Misc
*/
#define MIN_FALL_DISTANCE 30.0f //the fall distance at which fall damage kicks in
#define MAX_FALL_DISTANCE 120.0f //the fall distance at which maximum damage is dealt
#define AVG_FALL_DISTANCE ((MIN_FALL_DISTANCE+MAX_FALL_DISTANCE)/2.0f)
#define HUMAN_MAXED 900 //a human with a strong selection of weapons/upgrades
#define HUMAN_MAX_CREDITS 2000
#define ALIEN_MAX_KILLS 9
#define ALIEN_MAX_SINGLE_KILLS 3
#define FREEKILL_PERIOD 120000 //msec
#define FREEKILL_ALIEN 1
#define FREEKILL_HUMAN LEVEL0_VALUE
#define DEFAULT_ALIEN_BUILDPOINTS "100"
#define DEFAULT_ALIEN_STAGE2_THRESH "20"
#define DEFAULT_ALIEN_STAGE3_THRESH "40"
#define DEFAULT_ALIEN_MAX_STAGE "2"
#define DEFAULT_HUMAN_BUILDPOINTS "100"
#define DEFAULT_HUMAN_STAGE2_THRESH "20"
#define DEFAULT_HUMAN_STAGE3_THRESH "40"
#define DEFAULT_HUMAN_MAX_STAGE "2"
#define DAMAGE_FRACTION_FOR_KILL 0.5f //how much damage players (versus structures) need to
//do to increment the stage kill counters
-
I love you vcxzet.
-
I'd just like to say thanks for digging this out of my computer and showing it to me...:P
-
About the lcannon, I dug around in the code a bit to find out exactly how it works and posted it on the MG wiki. I'll go dig it up and paste it here:
er, it's disappeared off their wiki, but I found it tucked away elsewhere:
Damage = 265 * button held (msec) / 2000
If charge reaches 1, the cannon fires a shot which immediately explodes, catching the user in its splash damage
Between your charged fire release and the start of your next charge is a 500msec delay, and you must be charging for at least 400msec to release a charged shot.
So a series of fully charged shots, each taking 2000msec to fire and incurring a 500msec repeat time, would have a DPS of 106.
edited to fix blatant lies
-
just enuff to keep dretches away from the door, or finish off any basis who got team-slashed on their way in :P
@mods: thx 4 t3h move & t3h stickyness
-
Could one of you tell me how long it takes for a human to recover (be able to move again) from being zapped by an adv marauder? Its probably around 900ms...from testing it in game.
-
I think it's 1 second.. iirc.
-
Ok, so the light armor/helmet is probably trickier.
(I didn't install the sourcecode when I installed tremulous, and I can't find files you mention on the web svn repo)
------------
So let's see.
Legshots against battlesuit: multiplier is 0.2 * 0.5 = 0.1
Adv.granger bite is 20 damage.
20* 0.1 = 2... 100/2 = 50 bites.
basilisk:
32 * 0.1 = 3.2 (assuming it can do floats).
100/3.2 = 31.25 (32)
Marauder: 40/10=4
100/4=25 hits to kill.
No, that's ridiculous, I guess I'm missing something.Headshots:
2 * 0.2 = 0.4
40*0.4 = 16 damage
100/16 = 7 marauder headshots. That's better.
thanks so much for useful info
comparatif simulation taux pret auto (http://pret-auto.org) - taux pret auto differe selon la prise en compte ... calculent automatiquement le taux pour un prĂȘt automobile donne.comparatif simulation taux pret auto (http://pret-auto.org)