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Encyclopedia Robustica: Damage values and why they matter...
#1
The combat system in this game is truly a marvel to behold. While I once considered tweaks and improvements, the way it is "as is" is seemingly the way it will be for the long term.

My suggestion thread here: viewtopic.php?f=6&t=89

So in saying that, I'm sure most of us or at least some of us are aware that certain items on the station are more robust than others. That is to say, they deal more damage than something else would. Over time, certain items were made weaker because fun is not allowed, ever.

In this thread, we're going to talk about what deals the most harm, how accessible these items are, whether it's fine as is or not, and if not then what ways we can improve them so that they may be acceptable. Here's just a few for example and examination...

Physical Attacks:
Punch (bare hands) - 5 Brute/hit
Kill Grab - ~5 Suffocation/sec
Grab Throw - ???
Punch (boxing gloves) - ???
Vampire bite - ???
Punch (Hulk/Empowered Wiz/Abomination) - ???

Basic items:
Thrown item (not tomatoes or eggs) - 1-5 brute
Toolbox (any) - 5 Brute/hit
Hand tools (wrench, analyzer, wirecutters, etc.) - 5 brute/hit
Glass Shard - 5 Brute/hit
Crowbar - 7 brute/hit
Metal Rod - 10 brute/hit
Air tank - 10 brute/hit
Crystal shard - 10 brute/hit
Fire Extinguisher - 15 brute/hit
Welding Tool - 15 burn/hit

Syndicate items:
.357 Revolver - 33 brute/shot, ~10 brute/hit, not sure about bleeding damage rate.
Cyalume Saber - 60 brute/hit
Red Chainsaw - 50 brute/hit
Butcher Knife - ?? brute/hit (wiki says 50, but I hear it's not even a quarter of that)
Radbow Shot - Lots of radioactive toxin damage over time, not sure what the rate is.
Syndie Pipe Bomb - Varies, but typically gibs outright if directly on the tile it's on.
Detomatrix Explosion - ~10-15 brute
Trick Cigarette - Varies, but can do up to 50 burn and brute if a direct hit.

Specialist items:
Power Pick (powered) - 5 brute/hit
Energy Gun (lethal) - 60 brute/shot, ~10 brute/hit
Stun Baton (off) - ~10 brute/hit
.38 Revolver - ~10 brute/shot, , ~10 brute/hit
Electric Chainsaw - ~10 brute/hit
Chef Knife - 5 brute/hit
Scalpel - 5 brute/hit
Cyborg RCD - ???

Horrible things:
Spray bottle (steam, 1000K) - ???
Polytrinic acid (10 units, splashed from beaker) - ???
Space Lube (slip on ground tile) - 60 brute
Plasma Bomb - Varies, but usually gibs outright if close enough.
Pipe Bomb - Varies
Holy Water (5 units, room temperature, splashed onto a vampire) - 30-50 burn

I could be wrong on a few of these and some of them are missing, but barring anything else, these are the most common ways you will be taking damage from another player at some point during the game.

The next thing is whether or not this shit matters in the grand scope of the game and combat system.

Combat tends to be somewhat luck based, as byond is a piece of shit that will lag or have random hiccups that can totally ruin your mojo and get you spaced in this game as a result. As such, you can't always rely on your 1337 MLG xXx360quickchoke_weedgoku420xXx skills to beat the fuck out of your fellow crewman.

Some people think damage values are the most important, while others think knockdown/stun/knockout power is better. The former is more reliable to follow, and although the latter is more chance-based, it's not as hard to get and is much more flexible. not unlike your mother

Indeed, if your plan is to kill or otherwise get away from someone, knocking them senseless first tends to be the best thing, as they can neither call for help or defend themselves at all. An easy kill.

You could also argue that being able to outright kill someone in just 3-4 hits is certainly much better than having to hit someone 10 or so times by comparison. An easier kill, although it's fairly harder to achieve.

So then, what would you fellows have to say about it? Got anything else to contribute or comment?
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