Carbineer Archive
Thread: Discussion: New Carbines and possible damage types?
Geo Carbine - Likely gonna follow suit with the Geo Pistol
Needles Carbine - Acid/Kinectic, but if it is kinectic will likely be in line with the kinectic damage pistol statwise
Proton Carbine - This one is really up in the air to me.
weaponmaster88 wrote:what type of damage to proton gernades do? thats probably what the proton carbine will be. as for needler probably kinetic or something else, and i'd assume stun for geo carbine, which is kinda a dissapointment, i'd rather cold or electricity
Proton granades do heat damage.
I guess the proton carbine will do energy damage and the geo stun damage... no idea about the needler since the devs stated ranged weapons won't get kinetic.
Ceerak wrote:
well they will change all the weapons and armor too - so who knows???
The Official Armor Doc from the Devs should give everybody some indication of the scope of the changes happening
Defining Basic Weapon Changes
To understand the basic armor types and functions, we need to look at some basic weapon changes.
In the combat upgrade we have decided to alter the interaction between weapons and armor to provide some interesting tactical choices. To accomplish this end we have added several new features to weapons and armor. The primary change seen in weapons is the removal of the armor piercing system and addition of an energy level setting on a player's weapon. This energy level plays a very significant role when used against the various armor types. Below is a new chart illustrating the new energy levels:
Mode
Mode 1 - Standard Damage
Mode 2 - Coherent Damage
Mode 3 - Focused Energy
Ranged Mode Type
Pulse-Wave
Coherent Bolts
Focused Beam
Melee Mode Type
Hand-to-Hand
Standard
Vibration
High Intensity
Weapons all have an energy level value and we will enable the players the ability to change this value for certain weapons on the fly. To provide different weapons with different utility certain weapons will have a mode switching option. While some weapons will have mode options many will remain single mode of fire weapons. The goal is to avoid a "one best type" of weapon or armor from evolving. The mechanism to change the value will be through a radial menu option while weapon is unequipped. The terminology is slightly different on melee weapons yet the game play model will remain the same. For example a focus beam which is designed to punch through assault type armors will share the same benefits as a melee vibro weapon set to high intensity versus assault type armor. Both are designed to puncture assault armors. Basic Hand to Hand damage when not wielding a weapon at all is slightly different from the other 3 modes in that it will have no inherent advantage or disadvantage versus armor.
Armor Stats
The old armor system is comprised of Special Protections, Protections and Vulnerabilities. We have altered the names and meaning of them in the Combat Upgrade. We felt it was definitely necessary to rework the system based on knowledge and experience gained from working with the old system.
The damage mitigation stats on armor are being changed completely in the combat upgrade. While the names of the stats will remain the same, we have devised a new number range and backend meaning. The new types are General Protection and Specific Protections. General protection will range from 0 to 6,000. The general protection of armor will be the baseline stat that reflects how much absorption armor can take against all incoming damage. The Specific Protections will be broken out into familiar damage types of kinetic, acid, heat and so on that ranges from -1200 to +1200. The sum of the general protection and specific protection will provide final damage protection of your armor. For an example, armor with 5320 general protection and 300 acid protection would have a total protection of 5620 vs. acid.
How exact amount of damage mitigation that provided at each protection amount is something that will be looked at very closely in our Combat Upgrade testing. Based on these initial numbers, however, one can see that most of armor's protective value will be made up by general protection, while the specific protection portion will provide about 20% of the armor's value.
Please keep all this in mind when dreaming about what Damage Types the new Carbines will have......in the new system having "stun" and "blast" and "kinetic" won't mean what it does today. A common phrase from the CU is, "Remember to Forget"
DrowLord wrote:
Very interesting indeed. Thanks for posting that and letting us know whats happening. With that in mind this post is irrelevant in some ways and there is much to consider for the future.
All I did was copy from the official released Armor Doc by TH.....it has been around for awhile for all to read so it is NOTHING NEW.
The Dev Tracker is your friend ![]()
no more armor like i got used to (used to thing the ecumbrace was the protection
no more weapons like i got used to