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  • regen: health/armor

    It's late. Someone explain to me what the 9/17 comment on this bug entry means:

    http://www.natural-selection.org/bt/...bug_id=0000558
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    Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.

  • #2
    Re: regen: health/armor

    From the looks of it, you won't ever be getting health AND armor on the same tick when you regenerate as an alien, unlike previously discussed.
    [volun2]
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    • #3
      Re: regen: health/armor

      in my case, since i need a username and password, it's nothing more than a login page :)

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      • #4
        Re: regen: health/armor

        try guest/guest :)


        I love gaming, mmmmmmmm

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        • #5
          Re: regen: health/armor

          Crazy. I would have to agree with flayra's decision though, mostly because its a very important part of electricity even being remotely worthwhile. Regenning both health and armor in the same tick via overflow, would allow a fade to beat on an RT non stop (adreneline restrictions apply, naturally), as well as significantly increase resistance against turrets.
          --T3C[]-[]N0 []v[]UFF1N

          The vending machine originated in Egypt in 215 B.C. Learn somethin new everyday, dontcha?

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          • #6
            Re: regen: health/armor

            It was pulled from the playtest for gameplay reasons and that's all we know. I hope it was removed because they legitimately found it was overpowered from testing, and not just because Forlorn is a kissass around Flayra.

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            • #7
              Re: regen: health/armor

              regen effects do not apply to health and armor in the same tick
              Example:

              Fade has 298hp and 36 armor. This bug is saying that when you get an HP healing tick, you should be getting something more than 2 hp (say, 25 for this example). This guy thinks the remaining 23 hp regen tick should then be applied to the armor.

              I had noticed this before, but it never annoied me enough to ever consider it a bug. I never even questioned it since it doesn't happen that often.

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