Damage

From Tribes Ascend Wiki
Jump to: navigation, search

This article is about the damage mechanic.

Velocity Based Damage[edit]

Ac objective baserepair.png
[VGTB]: Is that the best you can do?
This article needs to be improved!
  • Force Fields, provided by Doombringers, damage enemies traveling through based on velocity ranging from 240 at walking speed and 800 at high velocities.
  • Super Heavy perk damages enemies who collide with the player based on comparative velocities.
  • Fall Damage & Collision damage occurs when a player lands flat at a high velocity or collides into a solid surface at angles that do not work well for skiing.

Splash Damage[edit]

Ac objective baserepair.png
[VGTB]: Is that the best you can do?
This article needs to be improved!

There are two types of Splash damage calculation, based off whether or not a weapon explodes on contact with an enemy (the only execption to this being the Pathfinder's Nitrons).

The maximum Splash damage from an explosive weapon is dependent on the base damage of the weapon when it lands a direct hit. The minimum spash damage value is simply the max splash cut in half. Damage drop-off is not linear from the explosion origin. The area which deals maximum splash damage is large.

Method #1[edit]

This applies to:

  • Spinfusors
  • Thumpers
  • Bolt Launchers
  • Twinfusors
X = Direct hit damage
Maximum splash damage = X*(5/7)
Minimum splash damage = (X*(5/7))/2

Method #2[edit]

This applies to:

  • Grenades
  • Grenade Launchers
  • Mortars
X = Direct hit damage
Maximum splash damage = X
Minimum splash damage = X/2