These are 1.03 statistics, and are not current.
They are only for reference to compare older versions of the game.
Here are the latest
numbers from the 1.04 release.
These are the total "hit points" of Kharaa and humans, in the amount of damage
that each can take before they die, with the percentages in parentheses being
the amount of increase above the non-upgraded version.. Some, such
as marines in regular armor, Gorges, Lerks, and Fades, (for some of their
carapace evolutions) die before their armor is depleted. Those wasted
armor points are not included in these numbers. For the marines, dropping
one medpack on them to do the full fifty points of healing will allow them
to live long enough to make full use of their armor, raising their total damage
capacity by about fifty percent. Having a Gorge use healing spray
would have a similar effect on the Kharaa.
|
Basic Alien
|
Carapace 1
|
Carapace 2
|
Carapace 3
|
Skulk
|
90
|
124.6 (44%)
|
160 (78%)
|
172.9 (92%)
|
Gorge
|
142.9
|
185.2 (30%)
|
250 (75%)
|
357.1 (150%)
|
Lerk
|
85.7
|
111.1 (30%)
|
150 (75%)
|
214.3 (150%)
|
Fade
|
285.7
|
370.4 (30%)
|
500 (75%)
|
714.3 (150%)
|
Onos
|
714.3
|
925.9 (30%)
|
1,100 (54%)
|
1, 185.7 (66%)
|
|
Standard
|
Upgrade 1
|
Upgrade 2
|
Upgrade 3
|
Basic Armor
|
142.9
|
166.7 (17%)
|
200 (40%)
|
250 (75%)
|
Heavy Armor
|
500
|
560 (12%)
|
620 (24%)
|
680 (36%)
|
This table lists the number of shots it takes to kill any given species
of Kharaa with any given TSA weapon, including each weapon after the upgrades
have been researched for it. The numbers in parentheses represent the
number of shots needed to kill that Kharaa if it has level 3 carapace. The
shotgun damage assumes that five pellets have hit the target, and grenade
damage assumes a direct hit instead of splash damage. Researching weapon
upgrades has no effect on grenade damage. Note that grenades do only
90 damage on a direct hit, not the 200 listed in the manual. (Pistol
damage is currently bugged, doing 25 rather than the proper 26 damage at upgrade
level 3. As such, the numbers are off, as I haven't updated them until
they're straightened out.)
|
LMG
|
1
|
2
|
3
|
Pistol
|
1
|
2
|
3
|
HMG
|
1
|
2
|
3
|
Shot
|
1
|
2
|
3
|
Gren
|
Skulk
|
9(19)
|
9(16)
|
8(15)
|
7(14)
|
5(9)
|
5(8)
|
4(8)
|
4(7)
|
6(10)
|
5(10)
|
5(9)
|
4(8)
|
2(3)
|
2(3)
|
1(2)
|
1(2)
|
1(3)
|
Gorge
|
15(39)
|
15(33)
|
13(31)
|
12(29)
|
8(18)
|
7(17)
|
6(15)
|
6(14)
|
9(20)
|
8(19)
|
7(17)
|
7(16)
|
2(5)
|
2(5)
|
2(4)
|
2(4)
|
2(4)
|
Lerk
|
9(30)
|
9(20)
|
8(20)
|
7(20)
|
5(12)
|
4(10)
|
4(10)
|
4(9)
|
5(12)
|
5(12)
|
4(10)
|
4(10)
|
2(3)
|
1(3)
|
1(3)
|
1(3)
|
1(3)
|
Fade
|
29(77)
|
29(66)
|
25(62)
|
23(58)
|
15(36)
|
13(33)
|
12(30)
|
11(28)
|
17(40)
|
16(38)
|
14(34)
|
13(32)
|
4(9)
|
4(9)
|
3(8)
|
3(7)
|
4(8)
|
Onos
|
72(127)
|
72(111)
|
63(106)
|
56(102)
|
36(60)
|
33(54)
|
30(50)
|
28(46)
|
42(67)
|
39(62)
|
34(56)
|
32(52)
|
9(15)
|
9(14)
|
8(13)
|
7(12)
|
8(14)
|
So this is the real benefit gained from weapon upgrades, defined by shots
to kill:
|
LMG 1 |
2 |
3
|
Pistol 1
|
2
|
3
|
HMG 1
|
2
|
3
|
Shot 1
|
2
|
3
|
Skulk
|
0%(18.8%)
|
12.5%(26.7%)
|
28.5%(35.7%)
|
|
|
|
20%(0%)
|
20%(11.1%)
|
50%(25%)
|
0%(0%)
|
100%(50%)
|
100%(50%)
|
Gorge
|
0%(18.2%)
|
15.4%(25.8%)
|
25%(35.5%)
|
|
|
|
12.5%(5.3%)
|
28.6%(17.6%)
|
28.6%(25%)
|
0%(0%)
|
0%(25%)
|
0%(25%)
|
Lerk
|
0%(50%)
|
12.5%(50%)
|
28.5%(50%)
|
|
|
|
0%(0%)
|
25%(20%)
|
25%(20%)
|
100%(0%)
|
100%(0%)
|
100%(0%)
|
Fade
|
0%(16.7%)
|
16%(24.2%)
|
26.1%(32.8%)
|
|
|
|
6.3%(5.3%)
|
21.4%(17.6%)
|
30.8%(25%)
|
0%(0%)
|
33.3%(12.5%)
|
33.3%(28.6%)
|
Onos
|
0%(14.4%)
|
14.3%(19.8%)
|
28.6%(24.5%)
|
|
|
|
7.7%(8.1%)
|
23.5%(19.6%)
|
31.3%(28.8%)
|
0%(7.1%)
|
12.5%(15.4%)
|
28.6%(25%)
|
The LMG gains its largest jump against carapaced Kharaa with the first upgrade,
because the health damage rises from 2 to 3. The HMG, on the other hand,
doesn't rise from 5 to 6 until the second upgrade, and the shotgun does so
much damage per hit that the weaker Kharaa die in the same number of hits
more often than not. Health damage being rounded down to the nearest
whole is what causes these plateaus, giving the astounding result of one
weapon upgrade being completely worthless for the LMG against an un-carapaced
alien. Something for commanders to bear in mind for the first few minutes
of a game.
On the other side of the fence, this is the number of Kharaa attacks needed
to kill a TSA Fronteirsman, depending on whether he's in light or heavy armor
and how many armor upgrades the commander has researched. Note that
Lerk bites and Fade acid rockets do not do the damage listed in the manual.
The percentages are the 'real world' boost in marine longevity provided
by each level of upgrade.
|
Light Marine
|
Upgrade 1
|
Upgrade 2
|
Upgrade 3
|
Heavy Marine
|
Upgrade 1
|
Upgrade 2
|
Upgrade 3
|
Skulk Bite (75)
|
2
|
3(50%)
|
3(50%)
|
4(100%)
|
7
|
8(14.3%)
|
9(28.6%)
|
10(42.9%)
|
Gorge Spit (22)
|
7
|
8(14.3%)
|
10(42.9%)
|
13(85.8%)
|
23
|
26(13%)
|
29(26.1%)
|
32(39.1%)
|
Lerk Bite (75)
|
2
|
3(50%)
|
3(50%)
|
4(100%)
|
7
|
8(14.3%)
|
9(28.6%)
|
10(42.9%)
|
Lerk Spike (16)
|
10
|
12(20%)
|
13(30%)
|
17(70%)
|
33
|
37(12.1%)
|
41(24.2%)
|
45(36.4%)
|
Fade Swipe (80)
|
2
|
3(50%)
|
3(50%)
|
4(100%)
|
7
|
7(0%)
|
8(14.3%)
|
9(28.6%)
|
Acid Rocket (60)
|
3
|
3(0%)
|
4(33.3%)
|
5(66.6%)
|
9
|
10(11.1%)
|
11(22.2%)
|
12(33.3%)
|
Onos Gore (120)
|
2
|
2(0%)
|
2(0%)
|
3(50%)
|
5
|
5(0%)
|
6(20%)
|
6(20%)
|
Research times:
Level 1 Weapon/Armor 1:00
Level 2 Weapon/Armor 2:00
Level 3 Weapon/Armor 3:00
Jetpacks 0:50
Heavy Armor 1:40
Motion Tracking 1:40
Advanced Armory 2:00
Advanced Turret Factory 0:30
Respawn time for Fronteirsmen is seventeen seconds. Multiple infantry
portals do not reduce this minimum, they simply alleviate any 'congestion'
if multiple marines are waiting to respawn. I am assuming the same holds
true for the Kharaa, but have not yet tested it.