Alien Swarm 
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21st Jul 2010, 02:14 AM  #1 
Member
Registered: Jun 2004
Posts: 127

Stats and what they do
Did some digging for information on what certain stats do, some of the info was clear, other info is a bit more open to interpretation. I put it together in an easier to figure out format.
Check marine_skills.cfg in "\alien swarm\swarm\cfg" to look at some of this info yourself. Shared Skills Health Bonus 80 health base, +15 health/point Melee Damage Bonus 30 Base dmg, +6 Melee dmg/point 10 base force, +1 force per point +0.1 speed per point, 1 base speed *I think force is probably knockback and speed probably increases melee attack rate. Speed Bonus +10 Movement speed per point, 290 base movement speed Reload Speed Bonus Increases size of fast reload area by 5% per point Reduces reload speed by 14% per point Base reload speed is +40%, with full Reload it is 30% *This means by default you have 1.4x reload speed, but with full reloading you have 0.7x reload speed Damage Assault Rifle: 5 dmg base, +1 dmg/point Prototype Assault Rifle: 5 dmg base, +1 dmg/point Pump ActionShotgun: 25 dmg/pellet (175 total), +2 dmg/pellet (14 total), 7 pellets Precision Rail Rifle: 75 dmg base, +10 dmg/point Flamethrower: 2 dmg base. +0.5 dmg/point Twin Pistols: 14 dmg, +2 dmg/point Personal Defense Weapon (PDW): 7 dmg, +1 dmg/point Marksman Rifle: 65 dmg, +10 dmg/point Explosives Bonus Grenade AoE (most grenades): 280 AoE, +20 AoE/point Assualt Rifle Grenade: 80 dmg base, +10 dmg/point Vindicator Incendiary Grenade: 80 dmg base, +10 dmg/point Frag Grenade (per cluster): 80 dmg base, +10 dmg/point Freeze Grenade: 210 AoE, no increanse, 3.0s freeze, +0.3s/point Grenade Clusters: 0 base, +1/point *I'm still figuring this one out *clusters seem to be a point system used to determine how many of a grenade are thrown, for example trip mines is 2 mines at 2 explosives and 3 mines at 4 explosives Officer Skills Leadership: +3% chance to deal double damage per point, applies individually to each pellet +6% chance to reduce damage by half Vindicator Damage 15 dmg/pellet base (105 total), +2 dmg/pellet/point (14 total), 7 pellets Specialist Skills Autogun Damage Autogun Damage: 7 dmg base, +1 dmg/point Minigun Damage: 7 dmg base, +1 dmg/point Piercing Bullets 20% chance for bullets to pierce per point Piercing bullet does damage and continues through alien Medic Skills Healing Healing Beacon: 4 beacons base, +1 beacon/point, 25 healing base, +8 healing per point, AoE may increase with healing points Healing gun: 40 charges base, +10 charges/point, 5 healing/charge base, +1 healing/charge per point (heals every 0.33s) Self Medkit base healing 50, +5 healing per point, only increases self medkit for medic *self medkit claims it increases from 50 to 80, but math only works out to 75 healing with 5 points Infestation Curing Reduces infestation by length by 25% per point Combat Drugs Adrenaline lasts for 5 game seconds base (~11 actual seconds), increases by 0.8 game seconds per point (~1.76 actual seconds) *what this mean is if you turn on adrenaline with no medic it will last about 11 seconds while 5 seconds worth of play passes. *note the is some discrepency between the claimed values, 5s(11s)11s(21S) and the way the math works out Tech Skills Scanner 650 base, +150 range per point *note config files say max range is susposed to be 1350, which would be +250 per point, this is either an error or 3 points in scanner is actually interpreted as 5 points Engineering Claims base speed of 60% and increases to 210% Base weld 0.8, 0.5 per point (uses 1.0 if no tech is present) Base turret 1.0, 0.25 per point *this is pretty hard to interpret, I just know with vegas around it goes very fast Last edited by Warskull; 21st Jul 2010 at 02:30 PM. 
21st Jul 2010, 04:42 AM  #2 
Member
Registered: Aug 2005
Posts: 165

bwuahahahahahahahah, don't see flamer.

21st Jul 2010, 11:30 AM  #3 
Member
Registered: Jun 2004
Posts: 102

Flamer receives it's bonus from the Damage skill.
There's a number of incorrect equipment descriptions, such as the Hornet stating it receives more missiles with higher explosives, but this isn't true. It can be easily sorted through addons. I'm pretty sure Speed/Movement does not increase your reload speeds, that is simply a misplaced comment in the file. Last edited by Stein; 21st Jul 2010 at 12:51 PM. 
21st Jul 2010, 02:31 PM  #4 
Member
Registered: Jun 2004
Posts: 127

Added flamer, missed that one when adding all the guns

23rd Jul 2010, 08:16 PM  #5 
Tester
Registered: Jun 2002
Posts: 2,587


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