There are several important offensive and defensive power-ups in Quake 2 that can have a significant impact over combat results.
The Power Shield is a special item that can be collected that protects the player by absorbing some of the damage that would've been sustained by being shot. It works as an energy shield before your hard armor kicks in.
In order for the Power Shield to be effective, the player must carry some cell ammunition.
When a player equipped with Power Shield is hit, some of the resulting damage (1/3) is automatically absorbed by the Power Shield. In the latest version (1.12) Zoid's CTF for Quake2, however, no damage is completely "absorbed" by the power shield as in regular deathmatch.
The other 2/3 of damage will be divided equally between your cell ammunition and your health/armor. With the Power Shield, it does not matter what angle you're shot from.
So, for example, if a Super Shotgun blast hits you for 60 points of damage, 20 would vanish being absorbed by the Power Shield, 20 points would be subtracted from your cell total and 20 points would be passed to normal damage and will be divided between health and armor according to the type of armor you're equipped with. It's a very effective defense.
One odd behavior of the items occurs if you gather the Power Armor when you have no cell ammunition. In this case, the item will not activate until it is "used" and cells have been collected. This behavior occurs whether or not a deathmatch flag is set to allow gatherable items.
When all cells are dimished from taking damage or firing energy weapons, the item is deactivated.
The protective benefits of Power Armor should not be dismissed.
Because the items require the ammunition that's usually used to fire the
BFG 10k and HyperBlaster,
there's plenty of incentive to not utilize these weapons when the Power
Armor is available.
Kelly Bailey correctly analyzed the section of code that
deals with the Power Screen and concluded that when the Power Screen works
(it was hit from the front) only 1/3 of the damage will be absorbed but
subtracted from your cell total. So, for example, if a Super Shotgun
blast hits you for 60 points of damage, 20 would be subtracted from your
cell total and 40 would be subtracted
detonation blast. See the BFG10k section for more details.
Quad lasts 30 seconds from the time that it's activated or gathered depending on game settings.
With each Quad shot, the player is rewarded with a loud horn sound that's very gratifying and increases sense of power.
Players with Quad often feel invincible, but that's another
In addition, the bandolier comes equipped with 10 cells
and 50 bullets that will be added to your current totals.
In addition, the backpack comes with 10 shells, 10 slugs,