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I'm bored, here's speculation | |
Posted By: FyreWulff <mkidder@gmail.com> | Date: 10/9/11 11:55 a.m. |
In Response To: Health Bug Analysis - 3 Factors (Nak3d Eli) this post is 100% speculation Reach is entirely set up around the shield eating all damage before any other is done. So in Reach, it can be assumed the game is tracking two completely independent variables: Shield HP
The game would in theory be programmed to deal with damage as thus: when a damage event occurs, stick it into a queue, then deal the damage all to shields. If another damage event occurs, deal the damage to shields again UNLESS shields are empty, then deal damage to the player's HP. Certain weapons would have special exemptions to this, obviously the Plasma Grenade still kills you outright. I don't know how far they had to dig through the code in the TU's system, an easy way to do it would be to re-run the damage event. Once for the shields, then immediately to health in the next frame, minus what the shields ate. So here's my completely guessing theories on what the bug is, which are entirely speculation: 1) We already know Reach has two separate health systems, with Elites using the 2/3 system and Spartans using a version of the halo 1 system. The mechanisms to let the two run side by side are more complex than one would think at a first look. This could be as simple as someone forgot a variable somewhere. 2) Health packs are not actually taking you back to 100%, but rather the actual engine-tracked maximum HP is being capped at whatever the bleedthrough put it at. I can't be arsed to look at the actual values, but let's work some easy round numbers: Shield HP is 100
Punches do -100 hp
So shot shot punch would be -160, taking all your shields and some HP Shield HP is 0
Pick up a health pack. While it's visually showing full health restored, it actually only goes back to 40. Shield HP: 100
Shot - 30
Death.
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