Author Topic: Light guns health  (Read 13406 times)

Offline Wundsalz

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Light guns health
« on: February 10, 2014, 03:40:41 am »
What's the health of light guns?
Numbers I've heard recently are 200 and 250 - I couldn't find a reliable source for either though.

Offline macmacnick

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Re: Light guns health
« Reply #1 on: February 10, 2014, 04:25:22 am »
Ask Sunderland: he has the numbers — I lost the thread where he said what they were.
-Definitely not 250 for the light guns — it's less than that.

Offline N-Sunderland

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Re: Light guns health
« Reply #2 on: February 10, 2014, 07:33:40 am »
Light guns have 200 health.

Offline Wundsalz

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Re: Light guns health
« Reply #3 on: February 10, 2014, 07:41:07 am »
Can you back that up somehow?
Afaik an artemis shot does not take out a light gun entirely unless it is a direct hit. If only the AoE damage is applied the gun is shot down to a mm of health instead.
The artemis AoE damage is 120(secondary damage taken from wilson notes)*2(shatter modifier for guns) = 240. This observation suggests the light gun health to be around 250hp

Offline macmacnick

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Re: Light guns health
« Reply #4 on: February 10, 2014, 07:44:09 pm »
The secondary damage (AoE) only is applied, and the damage decreases with the distance to the center area of effect. (closer = more, farther = less)
« Last Edit: February 10, 2014, 07:45:51 pm by macmacnick »

Offline N-Sunderland

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Re: Light guns health
« Reply #5 on: February 10, 2014, 07:46:24 pm »
Yup, and that supports Wundsalz's argument. We've been discussing this over PMs, however, and I think some of these things could only really be answered by awkm.

Offline Omniraptor

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Re: Light guns health
« Reply #6 on: February 10, 2014, 09:07:18 pm »
What? I always assumed aoe damage was the same throughout the sphere, otherwise why have a listed radius of aoe damage? I would like clarification from muse about this one.

Offline Captain Smollett

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Re: Light guns health
« Reply #7 on: February 10, 2014, 11:19:06 pm »
The secondary damage (AoE) only is applied, and the damage decreases with the distance to the center area of effect. (closer = more, farther = less)

Fairly certain this is how it works.  I've heard this mentioned before and it's is the only thing I know of that explains artemis doing 99% damage to light guns.

Offline Wundsalz

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Re: Light guns health
« Reply #8 on: February 11, 2014, 01:50:39 am »
The secondary damage (AoE) only is applied, and the damage decreases with the distance to the center area of effect. (closer = more, farther = less)

Fairly certain this is how it works.  I've heard this mentioned before and it's is the only thing I know of that explains artemis doing 99% damage to light guns.

I tended to believe that until someone firmly stated the secondary damage was constant over the entire AoE.
Some clarification by awkm would be nice indeed.

Offline awkm

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Re: Light guns health
« Reply #9 on: February 12, 2014, 10:27:07 am »
It does reduce damage.  However, it's not as simple as you might think it is for various reason.  Mainly, because you can't 100% be sure you hit EXACTLY where you THINK you're aiming.  We're in hitbox land and hitboxes are stupid.  This is true for all games and they do funny things to make it seem like you're hitting the thing you're hitting.

AoE damage will be 100% within 50% of the radius, after that the damage will fall off linearly down to 20% of full damage.

From our experience, games that just do a linear fall off across the entire radius seem to create some unpredictable behaviors even though that's what happens in reality (you can read all about my reality vs. game thread).  We think this is mainly to do with the inaccuracy with hit boxes.

Offline Wundsalz

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Re: Light guns health
« Reply #10 on: February 12, 2014, 01:41:21 pm »
thanks for the clarification!

Offline Erheller

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Re: Light guns health
« Reply #11 on: February 12, 2014, 02:56:56 pm »
Can we get a confirmation on light gun health? From awkm's post on AoE damage, it seems that it's 250 health, which would explain why there's a high incidence of guns being almost destroyed (but hanging on with a sliver of health) by artemis fire (240 damage is delivered from the AoE alone). Also explains why it's difficult to disable guns with the first missile unless you score a direct hit.

Offline N-Sunderland

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Re: Light guns health
« Reply #12 on: February 12, 2014, 03:54:03 pm »
Actually what awkm said would explain why the Artemis wouldn't always one-hit light guns if they had 200 health.

Offline Erheller

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Re: Light guns health
« Reply #13 on: February 17, 2014, 02:06:55 am »
I did some testing in practice mode and it looks like it's 200 health.

Used fire to get the gun down to almost no health


Hit it with a spanner 4 times:


The fifth spanner hit fully repaired the gun:



Since each spanner hit repairs 40 damage, I repaired 200 damage total, which was enough to fully repair the gun. Therefore, light gun health cannot be 250.

Visually, each square looks like it represents 40 health. 40*5=200.