Rifleman Archive
Thread: Armor Piercing WORKS now.
An Example:
A mob with 200 HAM. You hit it with 1500 damage, and kill it. Health pooltakes 200 damage, mind pool 30 and action 40 for example. Over head number will be 200+30+40=270.
I'd like to get a reason on why this was changed... Doesn't seem to add much in my opinion. In fact the only thing it accomplishes is to make it harder for the math wizard users in ourcommunity to easily test changes to armor/dmg/AP/specials etc by going 50m outside a town and shooting the nearest Butterfly or Gnort. Hafta walk somewhere to find a mob with enough hp we don't one-shot ![]()
Pretty low priority so I don't really care if ever get's 'fixed'...just curious.
On the same topic, the whole combat spam/floaty thing seems implemented somewhat poory. Keep floaty in there I guess, but why not justdisplaya simple 350/736dmg readout in the spam?I find it hard to even read Floaty at times, it get'stucked away behind other onscreen data... wonder if you can change the colour/contrast/transparency on that? I think there's a setting to turn it off...hmm
no it doesnt. i tested it at lunch normal shots on my T21 which does 120-330 averages 250 damage on AR0 targets. a normal shot from a heavy AP3 weapon should be averaging 750 damage on a normal shot. it is still broken. i could not get a headshot2 to do more than 550 damage max. how can you say AP is working????? 550 is what headshot2 used to do with a cheap E11