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2013-01-19, 09:21 AM | [Ignore Me] #11 | |||
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There are many ways to end up with "random" levels of health or shields in a real battle, due to many ways to be damaged by a "random" amount. - Explosions - grenades, tank shells, zephyr, rockets, vehicles exploding nearby - Biolab benefit healing you slowly when at partial health. - Fall damage. - Sniper bullets, MAX bullets. - Pain field. - and others that don't happen very often, like coming under fire whilst being healed. - Simply activating HA overshield in anticipation of a fight causes it to drain, and it basically acts as additional temporary health. It's irrelevant that there aren't many infantry guns that do damage in ticks of less than 100. An example: Assume for the sake of argument that health+shield = 1000 and you're at full health. A guy attacks you with a gun that deals damage in ticks damage in ticks of 160 at a given range. You need 7 bullets to die. 15% extra health gives you 1075 total, so you don't survive an extra bullet. Now suppose a guy attacks that you with a gun that deals damage in ticks of 200 at a given range. 15% extra health means an extra bullet is required. That is hardly equal to "never". Combine that with the tendency that you don't run around on full health or shields all the time in a real battle, and you see average survivability increase as a fractional number of bullets. Note that the above example can be modified by HA overshield. Your overshield, which can have a variable amount of charge at a given moment, may or may not have enough charge to push you over the threshold of requiring an extra bullet. Medic healing in the middle of a fight (which a lot of people do) has a similar effect. Nanoweave armour then modifies the above example even more, which also may be enough to push you over the threshold of requiring an extra bullet, regardless of how many ranks you have in it. In fact, the number of ranks you have increases the likelihood of needing an extra bullet. Last edited by sneeek; 2013-01-19 at 09:43 AM. |
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