Unfortunate Spacemen

Unfortunate Spacemen

56 ratings
Black Book of Damage Numbers (Updated 12/19/2021)
By Soft-Serv☆
Nothing fancy here, just the raw damage numbers found via telling some sod to stand in one place while I shoot him in the face.

Includes:
Damage vs Spacemen
Damage vs Monster
Damage vs Everything Else
Separate Headshot Damages
Murderer Multipliers

NOW INCLUDES TRIPMINE, MAN TRAP, AND SENTRY GUN

Things I may/may not put here:
Weapon Fire Rates
Weapon Cooling Timers


Suggestions are more than welcome, I will try to keep this guide up to date as updates eventually roll out.

Credit goes to 10099 for being the one to help me with just about all of the testing.
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Spaceman Damage Numbers
Due to 1.3 adding perks that change things such as extra damage to perks, some numbers might not be entirely accurate to what you find. Editing the chart to fit every little variable of damage is not within the scope of this guide, it is merely a guideline for base values of Spacemen weapons.

Note: Due to the nature of shotguns and damage falloff, your mileage may vary but displayed here is the maximum possible damage for all weapons.

According to Zag (The dev of Unfortunate Spacemen) all weapons have a consistent headshot multiplier of x1.25 with the only exception being the railgun at x1.5. (Thanks Zag!)
This multiplier does NOT apply to Spacemen with the Blast Shield perk.


Values marked with "X" cannot score headshots.

Weapon
DMG To Spaceman/Headshots
DMG To Monster/Headshots
DMG To Doors/Turrets
Pistol
4/5
10/12
10
Magnum
10/12
25/29
25
SMG
3/3
7/8
6
AR
5/6
11/13
11
LMG
6/7
11/13
14
Shotgun
36/X
108/X
126
Railgun
40/60
75/112
75
Flamethrower
2 per tick/X
7 per tick/X
7 per tick
Auto-shotty
45/X
81/X
90
Flare Gun
40/X
40/X
N/A
Stun Baton
5/X
20/X
N/A
Fists
2/X
2/X
2
Brawny Shove
2/X
2/X
2
Rocket Launcher
250/X
250/X
250
Frag Grenade
275/X
275/X
275
Welder
1/X
1/X
Repairs 15 per tick
Trip Mine
50/X
50/X
50
Man Trap
20/X
20?/X
X/X
Sentry Gun
15/X
15/X
Assumed 15

Also please note that aside from the Railgun, all guns are affected by damage falloff. I.E. They will do less damage the further you are from the target.



A note on "Murderer Stacks": From what I can tell, every time you kill an innocent Spaceman while not the Monster, you will gain a stack of Murderer. I don't need to tell you that your HP and Oxy goes down with every stack, but did you know your OUTGOING DAMAGE GETS NERFED AS WELL?

What I could get out of some lazy testing is that you seem to lose 12.5% of your outgoing damage with every stack, and it caps at 50% damage dealt. Damage taken is unaffected.
Monster Damage Numbers
Numbers were found via testing, as usual.

Attack/Ability
Damage
Claw Attack
16 w/o Perks
Acid Blood Splash
8
Acid Puddle
5 per Tick
Acid Bomb
60
Zombie Swipe
15
Burrow Trap Bite
50
Toxic Ink Cloud
5 per Tick

Note: Claw attack damage is boosted by both the Claws Upon Claws, Nocturnal, and Fluid Sac perks, you can figure that one out.
Conclusions (Defunct)
This isn't really a guide about strategy or tips, I encourage people to form their own opinions from experience and maybe a little help from these statistics. However there are a few notable things this data showed me personally.

  • The AR continues to be a great all around weapon, the inclusion of Soldier's Stim Pack turns it into a short lasting powerhouse that can turn a fight quickly.

  • The LMG remains useful in extended engagements and is still a good battering ram, is also the Stim Pack's best friend.

  • The Autoshotty continues to be a very powerful fight ending weapon, just don't miss the monster.

  • The SMG finally has some contenders with balance changes, but still remains in my good favor. Just isn't clearly better than other options now.

  • It's pretty obvious that the Flamethrower is much, much more dangerous to the monster than it is spacemen. Though it tends to still be very dangerous to everyone if you spray haphazardly.

  • Shotgun = Oof (Slightly less so now.)

  • The Flare Gun has some serious BM potential.

  • Due to (unwarranted imo) nerfs to the Railgun, while it's still the best long range option in the game, as a monster hunter it stings but doesn't really turn the tides.

  • The Magnum has a cool factor that can't be beaten, and if you land all of your shots your target is going to feel it.


I don't play this game anymore, therefore do not feel comfortable asserting my opinions based on gameplay from 6+ months ago!
36 Comments
StarlaPetals 2 Feb, 2022 @ 4:11pm 
Yes I have noticed the sound may be a good idea to shoot 5 shots up front at head of another.
Soft-Serv☆  [author] 2 Feb, 2022 @ 3:08pm 
When I tested it, it does register headshot sounds and does extra damage to monster. Might have to go into the game again sooner or later.
StarlaPetals 2 Feb, 2022 @ 2:58pm 
It does have headshots? Interesting in testing there was no difference but yet I suppose the game would not register that for one shot as it is lower than 1. Very interesting.
Soft-Serv☆  [author] 2 Feb, 2022 @ 2:41pm 
Updated.

SMG still has the damage listed because it can score headshots, it just doesn't do enough damage for the multiplier to affect it.

It's a technicality but it keeps it accurate and consistent.
StarlaPetals 2 Feb, 2022 @ 2:39pm 
Also might be a good idea to put x for spacemen head shot as it is no different.
StarlaPetals 2 Feb, 2022 @ 2:17pm 
SMG updated to 3 for body and headshots in spacemen form
Soft-Serv☆  [author] 19 Dec, 2021 @ 1:47pm 
Updated to include such.
⛑️💉zidj 18 Dec, 2021 @ 10:03pm 
any chance of including trip mine, man trap & sentry turret damage in the future?
Soft-Serv☆  [author] 10 Oct, 2021 @ 2:35pm 
It's listed under AR.
TheOnlyGaming 10 Oct, 2021 @ 1:48pm 
What about assault rifle