EarthQuake Posted May 20, 2007 Picking up blue armor will always replace any green armor. 0 Share this post Link to post
Ichor Posted May 20, 2007 emailking said:Here's something else that's interesting. If I understand this correctly, you could get 200% armor but it's green because you picked up at least 100 armor bonuses while wearing green already. Now even if there's a blue armor available you can't make it blue without taking a hit first, because you can't pick up a blue armor if it's already 200%. Yes, but you can still pick up megaspheres. 0 Share this post Link to post
andrewj Posted May 20, 2007 EarthQuake said:Picking up blue armor will always replace any green armor. No if you have 200% armor already you cannot pick up the blue vest. 0 Share this post Link to post
TheDarkArchon Posted May 20, 2007 How often do you have 200% green armour? 0 Share this post Link to post
emailking Posted May 20, 2007 TheDarkArchon said:How often do you have 200% green armour? It was a hypothetical. 0 Share this post Link to post
Ichor Posted May 20, 2007 TheDarkArchon said:How often do you have 200% green armour? I'm sure we'll start seeing a bunch of maps with 200% green armor now. 0 Share this post Link to post
EarthQuake Posted May 20, 2007 Ajapted said:No if you have 200% armor already you cannot pick up the blue vest. I didn't believe anyone so I tested it in Vanilla, Chocolate, ZDaemon, ZDoom, Skulltag, and Eternity with the same results. I stand corrected. Apologies. 0 Share this post Link to post
999cop Posted May 20, 2007 Linguica said:I can honestly say that in all my Doom playing experience I never noticed the difference between green and blue armor protection other than the 100% vs. 200% thing. Maybe you're more of a SP'er. But in DM, the differences are quite significant, especially when you're being hit with SSG that it's almost totally ineffective with a green armor on but with a blue armor on it may save your life in some critical moments 0 Share this post Link to post
emailking Posted May 20, 2007 EarthQuake said:I didn't believe anyone so I tested it in Vanilla, Chocolate, ZDaemon, ZDoom, Skulltag, and Eternity with the same results. I stand corrected. Apologies. It's cool. 0 Share this post Link to post
EarthQuake Posted May 20, 2007 999cop said:Maybe you're more of a SP'er. But in DM, the differences are quite significant, especially when you're being hit with SSG that it's almost totally ineffective with a green armor on but with a blue armor on it may save your life in some critical moments Yes, this is right. In the multiplayer scene blue armor becomes one of those things you really want to get your hands on. It pretty much doubles your chance of surviving a rocket or SSG attack, not to mention making a chaingun attack seem more of a nuisance than a threat. 0 Share this post Link to post
Grazza Posted May 20, 2007 More generally (and catering for the fact that the armour classes can be changed with dehacked): You cannot pick up either green or blue armour if it does not increase your armour percentage. When you do pick it up, it changes your armour class to that of the pickup. You always pick up armour bonuses, even if they don't increase your armour percentage. Doing so increases your armour class to that of green armour, if it is currently below it. The armour percentage given by an armour pick-up is 100 x armour class. Armour classes of more than 2 work the same way as 2 in terms of the way they absorb damage. An armour class of 0 means the armour absorbs no damage. (You can set IDKFA or IKFA armour to 0) You can give either green or blue armour an armour class of zero, but this will mean the item will not be picked up (as it will not increase your armour percentage). Based on some, though not exhaustive, testing with DeHackEd and Doom2.exe running under Dosbox. Edit: Regarding the notion that this is "more important in DM", I would say that it is more important in any situation where you are liable to take heavy damage or are trying to squeeze the most you can out of a map. As I said earlier in the thread, armour pick-ups are often a significant consideration when planning a route for a demo. 0 Share this post Link to post
emailking Posted May 20, 2007 What always confused me though is that the original manual and a lot of FAQs online said that armor bonuses could increase your percentage past 200. It didn't seem like a mistake either since they also said health bonuses could not increase the percentage past 200. For years I thought maybe my doom copy was corrupted. It was only a while after I started watching demos I realized that they would all be desynching if the armor never goes above 200 but is supposed to be able to. 0 Share this post Link to post
myk Posted May 20, 2007 emailking said: What always confused me though is that the original manual and a lot of FAQs online said that armor bonuses could increase your percentage past 200. Because older versions of Doom allowed the armor percentage to go over 200, and had a maximum of 199% health. 0 Share this post Link to post
doom2day Posted May 22, 2007 Skulltag has red armor which takes a sick percentage of the damage. (You also have to pick up the armor and wear it for the armor to do any good [unless you hold it and use it as a shield...{Why would you do that?}]) 0 Share this post Link to post
printz Posted May 22, 2007 myk said:Because older versions of Doom allowed the armor percentage to go over 200, and had a maximum of 199% health. I guess that odd numbering was a glitch, right? 0 Share this post Link to post
myk Posted June 9, 2007 Due to the way they absorb damage, in essence the Armor boosts the marine's total standard endurance to damage by 50% (to 150), and the Mega Armor by 100% (to 200 points), and they both last the same amount in proportion to the marine's own health; you have to inflict twice the marine's full health, to the player, to destroy either armor. In other words, normally healthy players in green armor effectively have 150 hit points, and those in blue armor have 200, if they don't pick up any additional health or armor, and either will have to lose 200 hit points personally for the armor to be eliminated. 0 Share this post Link to post
BoldEnglishman Posted June 16, 2007 About that reality vs. Doom mortality/vulnerable-ness discussion... I agree with whoever said Wolfenstein had the best bullet/death ratio. Notice how as games get older they get more difficult?? (IMHO) Wolfenstein is really really difficult actually, especially when you blunder into a room full of SS men. You can be dead in about 3 seconds. And of course with Doom, on UV just a single Cyberdemon rocket and your toast in most cases. Yet I found Doom 3 relatively tame in comparison. 0 Share this post Link to post
Inferno Posted June 17, 2007 BoldEnglishman, I know what your talking about. But in my opinion I think there are two reasons for this. -Newer shooters are easier, due to movements, options available to the player, etc. This applies with most games, even outside of shooters, but not all (Ninja Gaiden comes to mind). -Not playing in a while can make anyone rusty. I used to be very slick at Wolf-3D but If I play it now I know I wont be good since I would have to get used to the movements. 0 Share this post Link to post
BoldEnglishman Posted June 17, 2007 Yeah leaving anything alone your bound to get rusty. I used to run Doom II on a Win32 (you know... the good old command-lines in MS-DOS). I used to be able to load up anything but now, I don't even have a clue where to start, and let's just forget about my piano 'skills' :P 0 Share this post Link to post
Grazza Posted June 17, 2007 Veering way off topic and discussion of the original question has ceased. So closed. 0 Share this post Link to post