Damage Types

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Introduction

Damage Types are damage modifiers that apply to all Frontiersmen and Kharaa weapon/ability damage, which determine the amount of damage inflicted on players, units, and structures' Health and Armor values.

Health

Icon health.gif Health is the primary indicator of a player, unit, or structure's well-being. Players and units spawn with full health, and lose health when hit by attacks from enemy players or structures such as Sentries, Hydras, and Whips.

Unbuilt structures start with a low amount of health that gradually increases as the structure is being built. Unbuilt structures will only be healed or repaired if they receive damage, otherwise health will increase along with the building progress.

Low Health Indication

Players retain their ability to move, aim, and attack across all levels of health while alive. However, at lower levels of health, the player's vision and hearing become gradually more filtered. The screen begins to tint red, and external noises become muted and less noticeable. This system serves as a warning for players who forget to watch their health closely, and also adds an additional element of vulnerability to injured players.

Death

Once the player, unit, or structure's health reaches to 0, regardless of the amount of armor still intact, the player, unit, or structure will collapse and die. A Marine's armored suit will issue an emergency transmission to the Infantry Portal, instructing the structure to begin forming a new body. Kharaa simply disintegrate into the Bacterium, the resources reclaimed as the hive-mind focuses upon a more useful underling.

Armor

Icon armor.gif Armor is the secondary indicator of a player, unit, or structure's integrity. Armor reduces the amount of damage dealt to health depending on the damage type involved.

Players and units spawn with full armor, and lose armor when hit by attacks from enemy players or structures.

Unbuilt structures start with a low amount of armor that gradually increases as the structure is being built. Unbuilt structures will only be healed or repaired if they receive damage, otherwise armor will increase along with the building progress.

Effective Health

Due to the nature of different damage types, armor can be considered an extension of health. For example, using the Normal damage type, that causes 1 armor point to absorb 2 points of damage, a Marine with 100 health and 30 armor can be considered to have an effective health of 100 + 2(30) = 160 EHP, but only against Normal and all special damage type attacks.

List of Damage Types

Basic Damage Types
Type Affects Description Frontiersmen Kharaa
Normal Icon health.gif vs. all

Icon armor.gif vs. all
1 Armor point absorbs 2 damage
Light Icon health.gif vs. all

Icon armor.gif vs. all
1 Armor point absorbs 4 damage
Heavy Icon health.gif vs. all

Icon armor.gif vs. all
1 Armor point absorbs 1 damage


Special Damage Types

All Special Damage Types affect Armor the same way as the Normal basic damage type, unless otherwise specified in the conditions column.


Special Damage Types
Type Affects Conditions Frontiersmen Kharaa
Biological Icon health.gif vs Marine

Icon armor.gif vs Marine
  • Vs. Marine = 100% damage
  • Vs. Exosuit, Robots & Structures = 0 damage

N/A

Corrode Icon health.gif vs Robots & Structures

Icon armor.gif vs Frontiersmen
  • Vs. Robots & Structures = 100% damage
  • Vs. Marine = 23% damage to armor only
  • Vs. Exosuit = 30% damage to armor only

N/A

Flame Icon health.gif vs Kharaa

Icon armor.gif vs Kharaa
  • Vs. non-flammable targets = 100% damage
  • Vs. Flammable targets = 250% damage
N/A
Gas Icon health.gif vs Marine
  • Vs. Marine = 100% damage to health only
  • Vs. Exosuit, Robots & Structures = 0 damage
N/A
Nerve Gas Icon armor.gif vs Kharaa
  • Vs. Kharaa = 100% damage to armor only
  • Vs. Frontiersmen = 0 damage
N/A
Puncture Icon health.gif vs Frontiersmen

Icon armor.gif vs Frontiersmen
  • Vs. Marine & Exosuit = 200% damage
  • Vs. Robots & Structures = 100% damage
N/A
Splash Icon health.gif vs ARC & Structures

Icon armor.gif vs ARC & Structures
  • Vs. ARC = 100% friendly fire damage
  • Vs. Structures = 100% damage
  • Vs. Players & Units = 0 damage
N/A
Structural Icon health.gif vs all

Icon armor.gif vs all
  • Vs. Structures = 200% damage
  • Vs. Players & Units = 100% damage