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Damage

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GustavEnzling:
Is weapon damage based on weapon (and if, how?), ammo type or both? (Skills and pain not included).

skarczew:
Weapon, but most of the stats stay the same for specific ammo.
For example, 9mm ammo has the same stats for most of the weapons that could use it.

M4A3 pistol, MP5  submachine gun have:

10/L

10 stands for damage, L stands for (low) penetration capability. The difference is that MP5 shots in bursts, which might be useful to quickly dispose those bugs that were stupid enough to come near Marine.

FN SCAR rifle has:

10/M

Which may seem the same as 10/L. But in fact M stands for medium penetration capability (I think :D ), and this translates to better handling when used against armored targets.

Also, each weapon has its own accuracy (hidden stat ;) ), which (along with skills, pain, etc) affects penetration capability and damage delivered.

Game Hunter:
Based on what can be gleaned from the game itself, damage works like this:

* Each ammo type has a corresponding damage "value" and armor penetration rating: whenever you're carrying a weapon with a specific ammo type, these values can be found in the character information menu. The penetration ratings are L (low), M (medium), H (high), and UH(ultra high), and in that order they are worst to best at handling armor. (Presumably it can't increase damage more than the damage value, only reduce the reduction normally caused by armor.)
* Every time you successfully hit an enemy with a bullet, that bullet's accuracy desciptor is displayed. Things like "barely scratched", "lightly hit", "perfectly hit", and so forth tell you how much damage you end up dealing. Based on this and the damage value, one can reasonably expect that the accuracy descriptors imply that the attack did damage equal to a fraction of the damage value: for instance, a perfect hit is likely close or equal to 100% of the damage value. By taking note of each accuracy descriptor, one can figure out a rough estimate for how much damage is dealt on a given attack.Considering that the accuracy descriptor is directly related to how much damage is dealt, it's a very important factor when trying to increase one's damage. Accuracy depends on one's weapon skill and the weapon itself (neither are explicit but can be figured out through light experimentation).

Sirdec:
Playing a lot of technicians (basic sidearms mostly), for pistols the damage seems to go down as the clip size increase... Particularly regretting dropping my starting pistol for a *combat* pistol (18/18)...

Klear:
Hmm.. this is what I don't like about the AliensRL learning curve. I've just about understood this system, but without knowing the armour values of different bugs (besides the fact that drones and workers have a lot of it). DoomRL is quite user friendly for people who are familiar with Doom, though here I have no idea what to expect from new aliens or new weapons (and I would assume a marine would be familiar with firearms).

There should be at least some extended descriptions of what the different aliens look like when (l)ooked at.

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