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Difference between revisions of "Armor"

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(Unreal Tournament 3: image gallery with descriptions)
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'''Armor''' is used in most of the Unreal games to protect the player's [[health]] from damage. It is sometimes referred to as "shield".
 
'''Armor''' is used in most of the Unreal games to protect the player's [[health]] from damage. It is sometimes referred to as "shield".
  
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==Unreal Tournament 2003 and 2004==
 
==Unreal Tournament 2003 and 2004==
* '''Shield Pack''' (aka 50 shield/armor, 50a) - gives the player 50 armor. Doesn't stack; picking up more than one doesn't add armor points. It will stack on top of the Super Shield. It respawns 27.3 seconds after being picked up.
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The shield system in [[UT2003]] and [[UT2004]] differs a lot from the [[UT]] armor system. The small and large shield charge are tracked separately, even though only the combined shield strength is displayed on the HUD. The Shield Pack only adds to the small shield stack, while the Super Shield Pack only adds to the large shield stack. The difference is, that the small shield stack is limited to 50 points, while the large shield stack can have up to 150 points. Both stacks can have a combined size of 150 points as well, so if the player has charge on the small shield stack, the large shield stack isn't used entirely. Also, by picking up the Small Shield, the small shield stack is filled and exceeding shield points are removed from the large stack.
* '''Super Shield''' (aka 100 shield/armor, 100a) - gives the player 100 armor, up to a maximum of 150. It respawns 54.5 seconds after being picked up.
 
  
It is important to note that in [[UT2003]], armor protects you from damage as if it is additional health, essentially giving you up to 349 maximum health. In [[UT2004]], Armor only protects you from a percentage of damage to your health.
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'''Note:''' This is not quite how the shield system is actually implemented, but it's easier to explain and understand this way.
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In [[UT2003]], shield acts like additional health, absorbing any damage until all shield is used up.
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In [[UT2004]], only combined shield points exceeding 100 offer 100% absorption. Below that shield amount, the large stack absorbs 75% of the damage or as many damage points as there's charge left on the large shield stack. If the large shield stack is used up, the small shield stack absorbs 50% of the remaining damage or as many damage points as there's charge left on the small shield stack.
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There's also the Booster [[adrenaline]] combo, which slowly converts adrenaline to health or shield at a rate of about 4 points per second. (Actually 5 points per 0.9 game seconds.) The booster combo adds its shield points to the large shield stack.
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<gallery>
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Image:UT2004_Shield.jpg|'''Shield Pack''' - 50 points, respawns every 27.3 seconds
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Image:UT2004_SuperShield.jpg|'''Super Shield Pack''' - 100 points, respawns every 54.5 seconds
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</gallery>
  
 
==Unreal Tournament 3==
 
==Unreal Tournament 3==
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==Unreal Championship==
 
==Unreal Championship==
* '''...'''
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==Unreal Championship 2==
 
==Unreal Championship 2==
* '''...'''
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==See Also==
 
==See Also==

Revision as of 13:31, 26 December 2007

Armor is used in most of the Unreal games to protect the player's health from damage. It is sometimes referred to as "shield".

Unreal and RTNP

All suits in Unreal and Return to Na Pali offer protection against damage, but some suits offer specialized protection. Suits have a durability of 50 points. (Also see: Pickup Items and Inventory Items.)

  • Assault Vest - offers protection against regular damage, but isn't very durable.
  • Asbestos Suit - offers protection against burning damage, such as that from lava and Gasbag's belches. It also protects against damage from nitrogen pools.
  • Kevlar Suit - works in conjunction with the Assault Vest to provide even greater protection from damage. The suit is more durable but provides less protection.
  • Toxin Suit - offers protection against areas filled with tarydium slime, Bio Rifle shots, and Slith's acidic saliva.
  • Force Field - creates a temporary impenetrable, purple coloured, cylindrical-shaped barrier which can be used for protection, to block narrow corridors, and as a stepping stone to higher places.

Unreal 2 and XMP

In XMP the different player classes have different amounts of Shield. The Ranger has 100, the Tech has 300, and the Gunner has 500.

Shield power can be recharged by using Shield stations placed in the map, or by picking up Shield Packs dropped by a Tech.

Unreal Tournament

  • Thigh pads - Provides 50 points of protection. It absorbs 50% of damage the player recieves.
  • Armor - Provides 100 points of protection. It absorbs 75% of damage the player recieves.
  • Shield Belt - Provides 150 points of protection. It absorbs all damage the player receives, and will cancel out any other armor you already have when you pick it up; however, armor may be picked up afterward if the shield belt is damaged. During the time you have a shield belt, your character outline in the HUD (If you have it on) will have a yellow glow around it, and your Third-Person model ingame will have an obvious glow around it as well, informing people you have a shieldbelt on. This outline (Both on your HUD and your character) will get dimmer as the shieldbelt takes damage, before vanishing completely once it's destroyed.

Unreal Tournament 2003 and 2004

The shield system in UT2003 and UT2004 differs a lot from the UT armor system. The small and large shield charge are tracked separately, even though only the combined shield strength is displayed on the HUD. The Shield Pack only adds to the small shield stack, while the Super Shield Pack only adds to the large shield stack. The difference is, that the small shield stack is limited to 50 points, while the large shield stack can have up to 150 points. Both stacks can have a combined size of 150 points as well, so if the player has charge on the small shield stack, the large shield stack isn't used entirely. Also, by picking up the Small Shield, the small shield stack is filled and exceeding shield points are removed from the large stack.

Note: This is not quite how the shield system is actually implemented, but it's easier to explain and understand this way.

In UT2003, shield acts like additional health, absorbing any damage until all shield is used up.

In UT2004, only combined shield points exceeding 100 offer 100% absorption. Below that shield amount, the large stack absorbs 75% of the damage or as many damage points as there's charge left on the large shield stack. If the large shield stack is used up, the small shield stack absorbs 50% of the remaining damage or as many damage points as there's charge left on the small shield stack.

There's also the Booster adrenaline combo, which slowly converts adrenaline to health or shield at a rate of about 4 points per second. (Actually 5 points per 0.9 game seconds.) The booster combo adds its shield points to the large shield stack.

Unreal Tournament 3

Unlike in UT, the Shield Belt can be combined with the other armor items. This way, players can stack up to 200 points of armor.

Unreal Championship

Unreal Championship 2

See Also