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if you could make it random on each bullet from one to 6, which will make us have some "luck" not to be dead, still better than having a constant bullet, with exact damage, moving around the player knowing that it will remove most of his HP. |
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I'll be putting it to Snk soon to try, unless anyone has any serious complaints or flaws as to why this idea wouldn't work? |
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Also, thank you for taking my idea into consideration. I appreciate it. Hope it works out well, and it's nice to know I'm giving back to the community. |
I'm just tired of the inaccurate weapon descriptions we have now. And the flaw I see is that the up close damage is going to nerf guns. You'll have to increase it's base damage even higher just to balance the halving effect.
Just be careful with my Pbp baby, ok? |
It sounds more realistic also, for instance: if you shot a shotgun into the ground, it would be deeper in the middle, similar to a crater.
So yes, this would be great. |
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Why don't you just take the total damage of the shotgun and divide that number equally between each of the bullets fired in conjuction with the long range/short range idea.
I don't see how each bullet doing a different amount of damage makes sense. |
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So lets see.. dividing 5 by 4.. 1 damage per a bullet! |
Or there could be a base amount of 2 damage and then a wild multiplier ranging between 2 and 4. Then the distance/range idea could be built upon that.
So you'd cause 4-8 damage per bullet. Then, depending on the price, the multiplier would be lowered to 2-3.(4-6 damage per bullet.) |
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The only big problem is that shotguns could become TOO lethal in very close quarters because projectiles aren't pixel-perfect and actually have quite a large hit detection box. Even with the worst spread possible any player about in about 4-6 tiles of range will most likely get hit by all the pellets because of the simplistic design of projectiles.
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Shotguns were already tried with 8 damage a bullet, that **** failed hard lol
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