Difference between revisions of "Talk:Lobster Man"

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(Explanation of multipliers.)
m (Minor edit.)
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:: Weird. My very first mission against a lobsterman, I bombarded it with everything in my arsenal. And I had Gauss weapons too! I just managed to down it before my team ran out of ammo. BTW, this was in my noob days, where I had no qualms about using save and reload in-battle. Then the 2nd lobsterman showed up. So, everyone grab the loot, back in the submarine, and abort mission. Geez. Of course, come to think about it, 20 armor for lobsterman is equivalent to 100 armor vs your harpoons, and equivalent to 60 armor vs your Gauss? Or am I getting the damage formulas wrong? [[User:Jasonred|Jasonred]] 00:18, 27 February 2009 (CST)
 
:: Weird. My very first mission against a lobsterman, I bombarded it with everything in my arsenal. And I had Gauss weapons too! I just managed to down it before my team ran out of ammo. BTW, this was in my noob days, where I had no qualms about using save and reload in-battle. Then the 2nd lobsterman showed up. So, everyone grab the loot, back in the submarine, and abort mission. Geez. Of course, come to think about it, 20 armor for lobsterman is equivalent to 100 armor vs your harpoons, and equivalent to 60 armor vs your Gauss? Or am I getting the damage formulas wrong? [[User:Jasonred|Jasonred]] 00:18, 27 February 2009 (CST)
  
:::You're applying them to the wrong area.  Damage multipliers are used on the gun shooting at them, not on the armor values.  (1)You take the weapon's base damage(1), multiply it by the modifier(2), then by the random 0-200% for the hit(3), then subtract the armor(4) from the result, and that's your damage dealt to HP(5).  (1*2*3)-4=5.  So a Jet Harpoon shooting a Lobsterman does on average all of 6.4 damage, and a Gauss Rifle will do 18 damage on average...and that's before you even factor in the armor.  For many aliens, the damage multipliers are fairly low, so they don't make much of a noticable difference, but the high reducers for the Lobsterman change all that.  They don't need heavy armor because the weapons do very little damage against them to start with.  Of course, these multipliers are the same reason that Drills kill them...Lobstermen take '''200%''' damage from Drills.  So for a [[Heavy Thermic Lance]], that's 150, times 200%(300), times 0-200%(We'll say 100 here and leave it at 300)...minus twenty armor.  Shish-kebabs! [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:29, 27 February 2009 (CST)
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:::You're applying them to the wrong area.  Damage multipliers are used on the gun shooting at them, not on the armor values.  You take the weapon's base damage(1), multiply it by the modifier(2), then by the random 0-200% for the hit(3), then subtract the armor(4) from the result, and that's your damage dealt to HP(5).  (1*2*3)-4=5.  So a Jet Harpoon shooting a Lobsterman does on average all of 6.4 damage, and a Gauss Rifle will do 18 damage on average...and that's before you even factor in the armor.  For many aliens, the damage multipliers are fairly low, so they don't make much of a noticable difference, but the high reducers for the Lobsterman change all that.  They don't need heavy armor because the weapons do very little damage against them to start with.  Of course, these multipliers are the same reason that Drills kill them...Lobstermen take '''200%''' damage from Drills.  So for a [[Heavy Thermic Lance]], that's 150, times 200%(300), times 0-200%(We'll say 100 here and leave it at 300)...minus twenty armor.  Shish-kebabs! [[User:Arrow Quivershaft|Arrow Quivershaft]] 00:29, 27 February 2009 (CST)

Revision as of 06:30, 27 February 2009

Can someone include the armor values for Lobstermen. Thank you! Jasonred 00:18, 27 February 2009 (CST)

These things have armor?
Off the top of my head, directional armor for a soldier class is 10 on beginner, 20 on other difficulty levels. Under armor, I think was half that value. Yes, plastic aqua armor has better defenses! These guys thrive of off the damage multipliers.
Come to think of it, most of the alien pages don't have armor values listed. -NKF 00:09, 27 February 2009 (CST)


Weird. My very first mission against a lobsterman, I bombarded it with everything in my arsenal. And I had Gauss weapons too! I just managed to down it before my team ran out of ammo. BTW, this was in my noob days, where I had no qualms about using save and reload in-battle. Then the 2nd lobsterman showed up. So, everyone grab the loot, back in the submarine, and abort mission. Geez. Of course, come to think about it, 20 armor for lobsterman is equivalent to 100 armor vs your harpoons, and equivalent to 60 armor vs your Gauss? Or am I getting the damage formulas wrong? Jasonred 00:18, 27 February 2009 (CST)
You're applying them to the wrong area. Damage multipliers are used on the gun shooting at them, not on the armor values. You take the weapon's base damage(1), multiply it by the modifier(2), then by the random 0-200% for the hit(3), then subtract the armor(4) from the result, and that's your damage dealt to HP(5). (1*2*3)-4=5. So a Jet Harpoon shooting a Lobsterman does on average all of 6.4 damage, and a Gauss Rifle will do 18 damage on average...and that's before you even factor in the armor. For many aliens, the damage multipliers are fairly low, so they don't make much of a noticable difference, but the high reducers for the Lobsterman change all that. They don't need heavy armor because the weapons do very little damage against them to start with. Of course, these multipliers are the same reason that Drills kill them...Lobstermen take 200% damage from Drills. So for a Heavy Thermic Lance, that's 150, times 200%(300), times 0-200%(We'll say 100 here and leave it at 300)...minus twenty armor. Shish-kebabs! Arrow Quivershaft 00:29, 27 February 2009 (CST)