Author Topic: Detailed weapon/class info  (Read 55816 times)

b0rsuk

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Detailed weapon/class info
« on: April 15, 2006, 07:27:11 pm »
Quote from: "Survivor edit"
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.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

b0rsuk

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« Reply #1 on: April 15, 2006, 08:05:28 pm »
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
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

Arcozelo

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« Reply #2 on: April 16, 2006, 08:36:43 pm »
Quote from: "b0rsuk"

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]

Arcozelo

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« Reply #3 on: April 16, 2006, 08:40:22 pm »
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.

b0rsuk

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« Reply #4 on: April 16, 2006, 09:10:00 pm »
I don't know. But it's possible buildings have some kind of  damage reduction.
-------------------
conclusion: mass driver is pathetic. Use lasgun instead.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

OverFlow

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« Reply #5 on: April 16, 2006, 10:30:36 pm »
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.

chompers

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« Reply #6 on: April 17, 2006, 10:23:40 am »
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

b0rsuk

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« Reply #7 on: April 17, 2006, 10:37:53 am »
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.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

Pat AfterMoon

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« Reply #8 on: April 17, 2006, 03:00:18 pm »
Quote from: "b0rsuk"
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.

b0rsuk

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« Reply #9 on: April 18, 2006, 11:58:53 pm »
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.
f you have a demo of ass-kicking basilisk playing against experienced opponents, ESPECIALLY in later stages, send it to me.

Pat AfterMoon

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« Reply #10 on: April 19, 2006, 12:05:59 am »
Quote from: "b0rsuk"
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 for that.

Rippy

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« Reply #11 on: August 13, 2006, 10:08:54 pm »
What's the "spread" mesured in? I want to calculate the efficacy of weapons at different ranges.
remulous username: [GEC]MassiveDamage

next_ghost

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« Reply #12 on: August 14, 2006, 07:57:14 am »
Quote from: "b0rsuk"
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.

Quote from: "Rippy"
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''

Quote from: "Arcozelo"
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)
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

TyrranzzX

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« Reply #13 on: January 04, 2007, 11:54:15 am »
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
onfirmation image codes are biased against dyslexics!

If it breaks, you get to keep both pieces.

Stof

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« Reply #14 on: January 04, 2007, 04:09:58 pm »
Quote from: "TyrranzzX"

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.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

kevlarman

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« Reply #15 on: January 04, 2007, 05:45:18 pm »
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)
Quote from: Asvarox link=topic=8622.msg169333#msg169333
Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

Risujin

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« Reply #16 on: January 04, 2007, 07:12:29 pm »
Quote from: "Arcozelo"
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.

Stof

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« Reply #17 on: January 04, 2007, 07:48:39 pm »
Quote from: "kevlarman"
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.
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

next_ghost

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« Reply #18 on: January 04, 2007, 09:12:24 pm »
Quote from: "Stof"
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.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Stof

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« Reply #19 on: January 04, 2007, 10:49:02 pm »
Quote from: "next_ghost"
Quote from: "Stof"
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
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

Rawr

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« Reply #20 on: January 06, 2007, 02:12:37 am »
wheres the alien structure/object stats  :x
img]http://dvclan.org/statsig/statsig.php/3826/4.jpg[/img]

vcxzet

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« Reply #21 on: March 08, 2007, 05:08:09 pm »
Code: [Select]
/*
===========================================================================
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

Lava Croft

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Detailed weapon/class info
« Reply #22 on: March 08, 2007, 05:53:21 pm »
I love you vcxzet.

player1

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    • My Avatar! (if they were enabled) [by mietz]
<3 @ u also, whatever ur name is!
« Reply #23 on: July 02, 2007, 11:02:49 pm »
I'd just like to say thanks for digging this out of my computer and showing it to me...:P

benmachine

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    • ben's machinery
Detailed weapon/class info
« Reply #24 on: July 03, 2007, 01:36:03 pm »
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
« Last Edit: April 23, 2008, 09:51:08 pm by benmachine »
benmachine

player1

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surprisingly little, and yet...
« Reply #25 on: July 03, 2007, 04:13:55 pm »
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

Darth Futuza

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Re: Detailed weapon/class info
« Reply #26 on: December 02, 2008, 04:45:56 am »
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.

mooseberry

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Re: Detailed weapon/class info
« Reply #27 on: December 02, 2008, 06:43:06 am »
I think it's 1 second.. iirc.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

christina2009

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Re: Detailed weapon/class info
« Reply #28 on: August 12, 2009, 03:26:47 am »
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
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