| Talon |
08-30-2012 10:32 AM |
If the bullet spread is increased (more spread), I think the system you proposed in the OP would work fantastically. It would behave like it should, and promote the use of the gun as CQB as intended, forcing the player to get up close and personal to deal the full 15 damage.
Good thinking, Snake.
EDIT
Also, I think the damage charts should be less drastic while still retaining the proposed anti-stacked damage (tired, can't find the right words). The reason being: the shotgun can still be a viable weapon at long range due to only one bullet out of the 3-4 needing to hit to deal 8-9 damage. Rather, while still keeping a base max damage of 15, the sustained decreased damage go something like:
1st: 7
2nd: 2
3rd: 4
4th: 2
This way, three of four bullets are required to hit to deal good damage, instead of only needing to hit half to do very good damage.
Quote:
1st: 8 (8 dmg)
2nd: 4 (12 dmg)
3rd: 2 (14 dmg)
4th: 1 (15 dmg)
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With those two bullets hitting out of the 4 bullet spread, the last two bullets are rather trivial, only giving an extra 3 damage. Because of this, players won't be as inclined to use the gun close-quarters as powerful damage isn't reliant on accuracy in hitting all bullets. So with my above system, the damage would look something like this:
Quote:
1st: 7
2nd: 2
3rd: 4
4th: 2
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1 bullet hits: 7
2 bullets hit: 9
3 bullets hit: 13
4 bullets hit: 15
This way, the player is given more of an incentive to try and get that 3rd bullet in for good damage, which requires to treat the gun like a shotgun and aim + close-range enemies.
Sorry if my post was hard to understand; if it is, I'll rewrite it when I'm not so tired.
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