Difference between revisions of "Damage Types"

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'''Damage Types''' are damage modifiers that apply to all [[Marine]] and [[Alien]] weapon/ability damage, which determine the amount of damage inflicted on players, units, and structures' '''Health''' and '''Armour''' values.
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'''Damage Types''' are damage modifiers that apply to all [[Marines|Marine]] and [[Aliens|Alien]] weapon/ability damage, which determine the amount of damage inflicted on players, units, and structures' '''Health''' and '''Armour''' values.
  
 
== Health ==
 
== Health ==

Revision as of 04:14, 4 March 2016

Damage Types are damage modifiers that apply to all Marine and Alien weapon/ability damage, which determine the amount of damage inflicted on players, units, and structures' Health and Armour 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 armour still intact, the player, unit, or structure will collapse and die. A Marine will then respawn at an Infantry Portal and an Alien will hatch as a skulk from an Egg.

Armour

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

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

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

Effective Health

Due to the nature of different damage types, armour can be considered an extension of health. For example, using the Normal damage type, that causes 1 armour point to absorb 2 points of damage, a Marine with 100 health and 30 armour 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

Template:Damage Types Table