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Armor, Weapons and General Guide

Armor, Weapons and General Guide

This is an advanced guide written by TheOnlyAce. Please provide your feedback on the article here.


Armor and Damage Reduction

First off, there are two main factors that affect the final damage taken. They are:
Armor Type
Passive Damage Reduction

Armor Type:
M9 Exoskeleton: Reduced damage from Incendiary, Rifle, Spells and Shotgun type attacks. Main users are Marines and Agents.
Unarmored: Full damage from all. Mainly found on Civilians, Convoy Trucks and Pets.
Fortified: Reduces damage from Rifle , Shotgun and Incendiary. Mainly found on various vehicles and strong zulus.
Carpace: Appears to take full damage from all sources. Armor type for normal zulus.
Heavy Carpace: Takes MASSIVELY reduced damage from Rifle, Machine Gun, Shotgun, Explosives, Spells. Employed by special zulus like Moirae, Prometheus and Unknown Entity.

Passive Damage Reduction:
Most bosses and some creeps have some combination of the following three properties:
Spell Damage Reduction: Reduces damage from spells by a certain amount.(Similar to the Anti-Mage's Spell Shield in DotA)
Physical Damage Reduction: Reduces damage taken by a fixed amount, much like the Mountain Giant in a normal game. Will not completely neutralize damage.
Explosive Damage Reduction: Reduces damage from explosive-type damage.
Note: The variables mentioned vary for different bosses and units.

Weapons and Damage

Weapon Types:
Incendiary: Does full damage to all armor types except Fortified and M9 Exoskeleton.
Machine Gun: Does full damage to all armor types but Heavy Carpace and M9 Exoskeleton.
Shotgun: Does full damage to all armor types but Heavy Carapace and M9 Exoskeleton.
Rifle: Does reduced damage to Fortified, Heavy Carpace and M9 Exoskeleton.
Explosives: Does full damage to all armor types except Heavy Carpace and M9 Exoskeleton.
Spells: Does full damage to all armor types except Heavy Carpace. Does not affect Spell Immune units.
Special: This includes the EM Radiation Module that is activated by the Transciver, Fire Missions and PERHAPS HEAA and SMAW Items - Does reduced damage to Heavy Carpace, but not a huge reduction.
Special 2 (Uber damage): This includes the Shiva Tact Nuke, CAS and perhaps EM Sphere - Does full damage to all armor types (maybe slightly reduced against Heavy Carpace but the damage from all of these is so large that it is difficult to say for certain).
Normal: Does bonus damage to M9 Exoskeleton, reduced to Fortified. Civlians and Agents have this attack type.
Note: Monofilament Cartridge, Pistols, Shotguns, Discharge, Knife, Burst Fire, WP Rounds/Any form of 'Radiation' and Bite of Fury are all Spells. Grenades do damage in 2 separate explosions, the 1st (which does most of the damage) is considered Spell type. The 2nd explosion (which does less damage, but still a substantial amount) is explosive. This also applies to Hellfire Rockets on the Predator MQ-3. All other explosives work as normal (ie: are purely Explosive damage)

Attack Modifiers
You can have 1 Heavy Weapon, 1 Secondary Weapon and 1 Ammo Modifier in whatever combination you want, class permitting. The Predator MQ3 can carry any Weapon or Ammo Modifier as long as it conforms to only 1 of each type.
Note: Item abilities do not cost mana (or fuel in the case of the Hecate) to use unlike their counterparts on heros. This is useful when on low mana or fuel, as using the item ability instead of the hero ability will allow you to save mana or fuel.

Specials:
DAO-12 Striker: 50% Increase in attack speed. (Can only be used by CE and Male Civilians)
Mining Pick: Adds 1 damage and gives a 10% chance to stun target for 0.1 seconds. (Cannot be dropped, cannot be used by the Predator MQ3)
Note: Specials have no item limitation and can be used in conjunction with any Special, Heavy or Secondary Weapon as well as any Ammo Modifier. However, you cannot carry 2 Specials of the same type.

Heavy Weapons:
SAM-R: Gives 75 bonus damage to the Designated Marksman, 35 bonus damage to the Delta Operator, 12 bonus damage to the Force Recon and 8 bonus damage to all other classes. Gives a 250 sight range bonus and a 20% chance to do 200% damage on an attack. This weapon cannot be used by Machine Gunner, Flamethrower or Combat Engineer
Arclite M23 Hecate: Gives 10 bonus damage, a 30% increased attack speed and allows for a 500 damage Burst Fire ability. Burst Fire uses 25 points of fuel and requires no energy cost. The Predator MQ-3 will not require any fuel to use Burst Fire. This weapon can only be used by the Flamethrower and the Predator MQ-3.
M-29: Gives 15 bonus damage and a 20% chance to do 200% damage on an attack. Also has a 800 damage Rifle Grenade ability. This weapon cannot be used by the Designated Marksman, the Flamethrower, the Combat Engineer or the Machine Gunner.
Machine Gun: Gives 10 bonus damage, a 30% increase in attack speed and a 20% chance to do 200% damage on an attack. This weapon cannot be used by the Delta Operator, the Flamethrower, the Combat Engineer or the Designated Marksman.
SMAW: 2500 damage rocket. 3 rounds. There is a 2.5 second delay between when you tell it to fire and when it fires out and hits the target.
XML-9C Shiva Tactical Nuke: Does approximately 50,000 Damage in a very large area. 1 Charge. Will incur a penalty of 50 experience if used in a Survival game.

Secondary Weapons:
Benelli: 550 Damage shotgun. Cannot be used by the Combat Engineer.
Browning: 350 Damage shotgun. Has a negligible cooldown. Cannot be used by the Combat Engineer.
M320 Grenade Launcher: 1000 damage grenade in a 300 radius.

Ammunition Modifiers
TX-1 Ammunition: Gives 100 additional damage to the Designated Marksman and 40 additional damage to all other classes. Has a small chance to poison Zulus on attack.
AP Ammunition: Gives 35 addtional damage to the Designated Marksman and 10 additional damage to all other classes. Also gives a 20% chance to deal 200% damage on an attack.
U-238E Ammunition: Gives 35 additional damage to the Designated Marksman and 10 additional damage to all other classes. Also gives 20% chance to stun the target for 0.2 seconds on an attack.
Note: The Flamethrower cannot use any ammunition modifiers.

Zulu Skills and Traits
Many zulus have have special abilities that and skills that they may use. The 2 most common abilities are Bash and Critical Strike.

Units with Critical Strike:
-Ghouls that SPAWN as opposed to reviving from a dead zombie. This occurs during the Random Artillery and they commence regular spawning during sentries although they only spawn in small numbers. These are noticeable by their higher than average health (often taking more than 1 Colt round before dying) and higher than average damage.
-Agents
-Golf Company marines
-Flesh Composites
-Thanatos
-Prometheus

Units with Bash:
-Chordatas
-Immortals
-Wraiths
-Flesh Composites
-Lyganesh
-Minos
-Moirae
-Thanatos
-Prometheus

Units with Specific Abilities.
Phase Shift Zombies: They look nearly identical to normal zombies, but when they take damage, they phase out for a second, causing your marine to lose targeting and start shooting other creeps. This can be annoying as you have to manually reacquire target if your marine becomes distracted shooting another target.

Immortals: They have the ability to respawn after killed. They do this about 6 times. So be careful when stepping over a green corpse, as it may pop back up to slug you 1 and if you're really unlucky, it may bash you too. Your character will take about 2 seconds to automatically acquire them once they respawn.

Amphisbaena: They spawn in Chapter 2 onwards, they have a 50% chance to spawn two Amphisbaena when killed. If you kill one, there is a 50% chance that two more will spawn from that corpse. If you then kill those two, there is a 50% chance that two will spawn from each corpse(for a total of four) and so on. Like Immortals respawning, your character will take about 2 seconds to automatically acquire them once they respawn. On hitting you, they will infect you with a Oxalic Acid which stacks with any other Oxalic Acids present on your marine(maximum of 1 Oxalic Acid per Ampbisbaena). Each respawned Amphisbaena can infect you, even if its 'parent' has already infected you.

Agents: They have the ability to Blink although I have only ever seen them Blink up hills during Lost Cause. They also have Feedback, which burns energy with each hit. They are also Invisible.

Wraiths: They are Invisible. Seeing as they also have Bash, it would be wise to be wary of these, otherwise you might find yourself suddenly swarmed by Wraiths and bashlocked.

Blood Hounds (Invisible Stalkers): They are Invisible. They also never miss even if you are running from them. So if you are being chased by Blood Hounds, the best thing to do is either to lose them by jumping, or just kill them, as they can hit you even if you're sprinting.

Upgraded Parasites: In Magnificent Bastards, Parasite Spores spawn upgraded Parasites. These Parasites get small boosts to their Hit Ponits and Movement Speed, gain Invisibility and get their armor upgraded to Heavy Carapace type. They retain their ability to infect you with Oxalic Acid(maximum of 1 per Parasite).

Moirae: He is Invisible. So if you get a red ping close by, but you see nothing, run as fast as physically possible in the other direction, trust me when I say its a lot closer than you think.

Infecting Parasite(will find proper name soon): Is Invisible, and on hitting you will infect you with a special toxin that will react within 10 seconds. This will cause damage to you and everything nearby equal to about 300 damage. These also have Heavy Carapace, meaning that they will take a surprising amount of damage from bullets and Colt before going down.

Osiris: He has the ability to Blink, and often does so directly onto a Marine and starts attacking. There is no maximum range to this ability so be wary, within seconds of him spawning he will Blink to a randomly selected group member and begin hitting him. It is wise to Designate him as soon as possible to allow you to track him when he Blinks again. Depending on the average experience of the squad, he Blinks once every 2 to 10 seconds. In 1.4d and below, he cannot Blink, but is Invisible.

Etaphreven: Has a very wide range of hit points, varying from 3000 to an astonishing 16000. He can also posses any of the following capabilities:
Invisibility: Just like it says, Etaphreven may sometimes be cloaked, so you may get no warning on Etaphreven, just a hungry boss appearing right in front of your hero. This is why it pays to remain in between the convoy Marines as much as possible.
Mana Burn: Identified by the Short Circuit animation when it attacks a target. It does NOT drain all energy and slow the target, but does drain a moderate amount of damage. Doesn't make much of a difference unless you panic because you think you got Short Circuited, as you should be more worried about your health while being hit by Etaphreven, than your energy. More of a nuisance than anything else, deal with him like you would normally.


Units with Truesight
Recently, I have heard a lot of debate on what units do and do not have True Sight. So I decided to experiment a bit to find out and this is what I came up with

Units that do have Truesight:
- Gargoyles
- Devourers
- Slashers
- Agents(1.4d or lower only)
- Unknown Entity(Cloud)
- Etaphreven
- Osiris
- Thanatos

Units that, contrary to popular belief, do not posses Truesight:
- Shredders
- Wraiths
- Blood Hounds
- Tauturus'
- Poppers
- Agents(as of 1.5)
- Parasite Mounds - Parasite Spores
- Flesh Composite
- Minos
- Loki
- Lyganesh
- Atlas
- Prometheus
Still have to test Bonnie, Clyde, Eris and Leviathans.

Miscellaneous Facts
- Shotgun damage is somewhat more effective than Rifle damage against Heavy Carpace armor.
- Machine Gun damage seems to be the most effective damage type against the M9 type armor with Shotgun being the weakest.
- Spells bypass armor damage reduction (but not armor type damage reduction). That means that a Monofilament cartridge will do the same damage to a unit with 1 armor, as to a unit with 40 armor assuming both units have the same armor type. This is useful when fighting high armor enemies such as Unknown Parasite's, as a pistol will completely bypass the armor allowing for easy kills.
- Grenades do more damage than what is shown. They do the initial shown damage, as well as an additional damage from a secondary explosion.
- Designate does not work against Spell Immune units
- As of NOTD Aftermath 1.5, Nanosteel Net no longer works against Spell Immune units.
- Zulu's with Hunger activated don't just move faster, but also attack considerably faster, so if a Zulu turns on hunger, tanking is not recommended.
- Poppers can be trigged by your attack while you are reloading. Can also be triggered while you try to shoot it while you have knife out. Can also be used to trigger Poppers if you are out of ammo.
- If properly timed, you can use your Jump, to jump directly past enemies without receiving a hit as you will enter their range and then exit their range, too fast for them to hit you. This may also occur if you are sprinting past Zulus and they are not enemies with particularly long reach. The larger the enemy you are trying to Jump past, the more difficult it is to bypass it with a Jump.
- Oxalic Acid and Open Wounds do not count as debuffs. As a result, when you select multiple units at the same time, the icon of the affected unit does not appear red.
- Defensive Stance from the IUL counts as a debuff and hence causes your hero icon to be colored red when you select multiple units.
- As of version 1.5, Navy Corpsman gets a 5% chance to stun for 0.5 seconds with lvl 5 FAS.
- GIF's count as Air units. As a result they can distract anything that can attack air meaning basically Gargoyles, Wraiths, Shredders, Poppers, Leviathans, Clouds, Parasite Mounds, Parasite Spores, Assasins, Atlas, Clyde, Loki, Minos and Prometheus. They also take 0 damage from Atlas, Clyde and Clouds. In version 1.4d and lower they also distract Osiris and Osiris deals 0 damage to them.
- In NOTD:AM, Bash interferes with Critical Strike as if it were another Critical Strike. For a comprehensive guide on how Critical Strikes stack and interfere, go [url=http://www.notd-aftermath.com/hq/viewtopic.php?t=3599]here[/url].
- Critical Strikes do NOT work against units that have Spell Immunity. This is basically Atlas, Clyde and Fluffy.
- Parasite Spores, Parasite Mounds and Minos, all have a highly damaging, ranged Air attack, so be wary of approaching them if you're the Predator MQ3 or operating a UAV.
- Oxalic Acid poisoning can stack multiple times on your hero. Each Oxalic will do 2 hp per second DoT and will slow you by a set amount. However, each unit may only place 1 Oxalic on you, any further hits will not give you Oxalic. So taking 5 hits from a Parasite Worm will give you 1 Oxalic Acid poisoning. However taking 1 hit each from 5 different Parasite Worms will place 5 Oxalic Acid poisonings on you. Each AV item removes 3 stacks of Venom.



 
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