Upgrade increase AP & size consideration

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Sarah_U.
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Upgrade increase AP & size consideration

Post by Sarah_U. » 14 Jun 2016, 00:48

Bug Description: Upgrading your xenomorph lifeform to a new level (mature etc) will increase damage received by AP round and time taken to do things lower lifeforms don't have to worry about. Per example, an elite runner takes 5x the damage to AP round and dies instantly from a non-modded M4A1.


Steps to reproduce:
1. Become a runner.
2. Upgrade all the way to elite.
3. Get shot by an AP.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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forwardslashN
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Re: Upgrade increase AP & size consideration

Post by forwardslashN » 14 Jun 2016, 01:39

That shouldn't happen...
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Sarah_U.
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Re: Upgrade increase AP & size consideration

Post by Sarah_U. » 14 Jun 2016, 01:51

Well I took a single AP round and instantly died. As stated it's a normal M4A1 and the whole event occured as follow:
I wen't through engineering ladder, upward, to a blown-up engineering area.
Upon arriving, we wen't north through disposal, still no damage whatsoever.
I wen't west toward cargo, upon heading to the RO's office I got hit once in the chest by a stray AP bullet from a marine and automatically died without any further warning or crit.

So yea, unless space somehow weakens me or make me become paper, I didn't know AP rounds could be so lethal to an elite runner. Especially since AP should do less to unarmored targets as per real-life logic.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Rey
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Re: Upgrade increase AP & size consideration

Post by Rey » 14 Jun 2016, 04:09

Could it have had something to do with atmos? Maybe it was really hot around the area and the damage only registered after you were shot by a bullet? Sorry I don't know much about how this works but I remember a similar issue to this one, where you would take damage but it would not register and then you would be killed in one shot recognizing the damage you received before that.

Something like that. Kms.

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ExGame
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Re: Upgrade increase AP & size consideration

Post by ExGame » 14 Jun 2016, 07:04

The increase of AP bullet effectiveness makes sense due to the way AP ammunition work is that they don't really cause damage by penetration, but by detonation, Most AP rounds have small charges inside of them that ignites when frictional heat due to armor resistance ignites them, so the more armor there is, the more frictional heat there is to ignite the charge inside the AP bullet, and, the more an alien upgrades in their caste, the more armor it creates.

Not sure if the devs thinked it through that hard and made it intended with such mechanics, or if it's unintended, but considering not everybody has AP bullets, and AP bullets lead to faster FF death, I think they're a OK balancing factor.
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Sarah_U.
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Re: Upgrade increase AP & size consideration

Post by Sarah_U. » 14 Jun 2016, 23:37

The atmo thing was presumed fixed from what I saw. I reported it with someone a few weeks ago.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

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forwardslashN
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Re: Upgrade increase AP & size consideration

Post by forwardslashN » 29 Jun 2016, 19:50

I ran some tests. Didn't happen. My guess is that lag played a part, and you had other damage you didn't see (heat, for example).
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