Graalians

Graalians (https://www.graalians.com/forums/index.php)
-   Era Future Improvements (https://www.graalians.com/forums/forumdisplay.php?f=27)
-   -   Era Shotgun Damage forumla (https://www.graalians.com/forums/showthread.php?t=9855)

SnakeRekon 08-29-2012 08:17 AM

Era Shotgun Damage forumla
 
Well, currently with most shotguns, as you all know if all bullets hit from the same person, you take full damage in respect to each bullet.

I may suggest a system to Snk, depending on the feedback here for an alternate system.
It's pretty simple, using fake figures;

First bullet: 8 damage
Second bullet: 4 damage
Third bullet: 2 damage
Fourth bullet: 1 damage

So basically the bullet damage halves each time, this would change the shotguns from their current overpowered status in most cases to something more managable and means we can actually change them easier and better in my opinion. Thoughts?

Koolaid 08-29-2012 08:20 AM

First and YES

SnakeRekon 08-29-2012 08:46 AM

Another alternative would be for bullets after the first bullet to a chance to hit, say 75% chance to hit perhaps

Jester Lapse 08-29-2012 08:50 AM

smart @ OP

lord mafia Era 08-29-2012 08:53 AM

o_o Aw please clear which Shotgun you are talking about? or maybe in General you mean if example M3 Damage 5 then second shot will be less and third till forth Damage lesser?

SnakeRekon 08-29-2012 08:59 AM

Quote:

Posted by lord mafia Era (Post 189036)
o_o Aw please clear which Shotgun you are talking about? or maybe in General you mean if example M3 Damage 5 then second shot will be less and third till forth Damage lesser?

I mean for all shotgun type weapons. Or have different category of shotguns with different damage reductions so its easier to balance the shotguns on an individual level.
Will check back on this thread after work. I expect a well thought out discussion by time I'm back!

lord mafia Era 08-29-2012 09:02 AM

R. ok now i understand , that fake figures is Good, sorry for Hassle. o_O lol

Richard 08-29-2012 09:18 AM

Quote:

Posted by SnakeRekon (Post 189038)
I expect a well thought out discussion by time I'm back!

This is graalians.com, well thought out and discussion does not exist in this realm.

BabyGhost 08-29-2012 09:19 AM

In attempt for actually making the damage much weaker when the bullets travel farther distance?

It would be great if shotguns were really meant for close range. They do as much damage at long range at the moment.

Kiko 08-29-2012 09:58 AM

AGREED!!

maystro 08-29-2012 11:07 AM

so less damage in long range more damage in close range ._.

SnakeRekon 08-29-2012 02:16 PM

Not sure how easy it is to make a distance mechanism for shotguns. Would have to see what snk could come up with.

callimuc 08-29-2012 03:48 PM

Quote:

Posted by SnakeRekon (Post 189092)
Not sure how easy it is to make a distance mechanism for shotguns

its easy. simply add the x/y position of the bullet where it began and detect the x/y with the onActionProjectile()/onActionProjectile() function. Than you can use a distance formula between the first x/y and the 2nd x/y -> you have the distance. depending on that you can change the damage than

SnakeRekon 08-29-2012 03:55 PM

Quote:

Posted by callimuc (Post 189124)
its easy. simply add the x/y position of the bullet where it began and detect the x/y with the onActionProjectile()/onActionProjectile() function. Than you can use a distance formula between the first x/y and the 2nd x/y -> you have the distance. depending on that you can change the damage than

Alright, cool stuff

lord greg 08-29-2012 04:08 PM

I definaletly agree with the close range doing more damage than at long range

V. 08-29-2012 07:20 PM

Quote:

Posted by maystro (Post 189064)
so less damage in long range more damage in close range ._.

Well, yes. Imagine firing a shotgun at something, tin of beans for example.
If you fire at it when the barrel is touching the tin, its gonna blow it apart.
Walk back a few meters and there'll be a difference.

fsh 08-29-2012 07:22 PM

Ok I'm not buying pbp now.

Ventus277 08-29-2012 08:34 PM

There would still be the problem of spam. Spam an area where someone has to get close and it would still do major damage so max % should be 75 instead of 100% close range damage multiplier.

lord mafia Era 08-30-2012 04:50 AM

Quote:

Posted by fsh (Post 189193)
Ok I'm not buying pbp now.

ok so ?

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)
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
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.

XENA* 08-30-2012 04:16 PM

Nice idea

Just make pbp good haha

Johnaudi 08-30-2012 04:18 PM

Quote:

Posted by SnakeRekon (Post 189028)
Well, currently with most shotguns, as you all know if all bullets hit from the same person, you take full damage in respect to each bullet.

I may suggest a system to Snk, depending on the feedback here for an alternate system.
It's pretty simple, using fake figures;

First bullet: 8 damage
Second bullet: 4 damage
Third bullet: 2 damage
Fourth bullet: 1 damage

So basically the bullet damage halves each time, this would change the shotguns from their current overpowered status in most cases to something more managable and means we can actually change them easier and better in my opinion. Thoughts?

Why not have a random(1,6) on each bullet? That will be easier not to know which shot will it go.

SnakeRekon 08-30-2012 11:23 PM

Quote:

Posted by Talon (Post 189646)
Lots of detail.

Very well thought out post, I understand it fully :)
I like your idea better than mine hahah, would really make people need to think a little more. I'd give rep but tells me to spread :[]

Quote:

Posted by Johnaudi (Post 189715)
Why not have a random(1,6) on each bullet? That will be easier not to know which shot will it go.

idk lol consistency sake and im trying to make a generic system for shotguns

Dusty 08-30-2012 11:27 PM

Damage loss over distance makes the most sense(and there's a reason why nearly every game that has shotguns in them implement this), and no one likes inconsistency. Spread in itself adds a layer of luck to it that can make shotguns already an inconsistent weapon, adding random damage on top of that is just a slap in the face. If shotguns do high damage in close-quarters, that's how they should be used. And as far as I know, nothing stops them from doing that right now since they do damage WITHOUT dropoff.

moonshine 08-30-2012 11:30 PM

i agree with more damage close range but i kinda dont like the damaged decreased at long range

Talon 08-31-2012 03:02 AM

That doesn't defeat the purpose of a shotgun's close-range efficiency or anything.

CHAOS* 08-31-2012 03:31 AM

i love this idea of the close range>far range. i would love to see this added to era, i will definetly go get the m3 if this is added

fsh 08-31-2012 04:21 AM

no. I like overpowered guns :)

Sup3rn00b 08-31-2012 04:22 AM

Quote:

Posted by fsh (Post 190052)
no. I like overpowered guns :)

not everyone does

fsh 08-31-2012 06:46 AM

I swear if I buy pbp and they nerf it imma rage

Talon 08-31-2012 08:32 AM

Quote:

Posted by fsh (Post 190095)
I swear if I buy pbp and they nerf it imma rage

Here's a crazy idea: don't buy it.

Johnaudi 08-31-2012 09:09 AM

Quote:

Posted by SnakeRekon (Post 189888)
Very well thought out post, I understand it fully :)
I like your idea better than mine hahah, would really make people need to think a little more. I'd give rep but tells me to spread :[]



idk lol consistency sake and im trying to make a generic system for shotguns

well, it seems the M3 is now better than most guns, its a cheap shotgun worth more than its price...
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.

SnakeRekon 08-31-2012 06:44 PM

Quote:

Posted by Johnaudi (Post 190129)
well, it seems the M3 is now better than most guns, its a cheap shotgun worth more than its price...
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.

If that's the case you may as well do that sorta thing with every single gun lol.. I like Talons idea

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?

Johnaudi 08-31-2012 11:18 PM

Quote:

Posted by SnakeRekon (Post 190277)
If that's the case you may as well do that sorta thing with every single gun lol.. I like Talons idea

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?

I'm only speaking about the shotguns since they can spawn more bullet at once. Besides, people can't know if it's in perfect shape unless shot.

Talon 09-01-2012 08:33 AM

Quote:

Posted by SnakeRekon (Post 190277)
If that's the case you may as well do that sorta thing with every single gun lol.. I like Talons idea

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?

The only flaw I could see to the formula is players still using it as an across-screen ranged gun, hoping for that lucky third bullet to hit. I supposed this could be fixed up with increased spread and higher inconsistency in the bullets' separate directions itself.

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.

Shock 09-01-2012 12:31 PM

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?

Ignatius 09-01-2012 12:38 PM

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.

SnakeRekon 09-01-2012 01:43 PM

Quote:

Posted by Shock (Post 190691)
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?

Well, end of the day, we can try it (Yes we need to try it on the main server because it is the fastest and most efficient way to test to see how well it is working out) then remove it if it isn't performing how we'd like.

Dusty 09-01-2012 03:30 PM

Quote:

Posted by Shock (Post 190691)
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?

Why would they increase damage to counteract halving the damage at range? That would nullify the entire purpose of damage dropoff at range.

Kavan 09-01-2012 04:22 PM

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.

SnakeRekon 09-01-2012 11:08 PM

Quote:

Posted by Kavan (Post 190800)
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.

Well, think of it this way, bullets from a shotgun hit different parts of the body, each shot will do varying amounts of damage depending on where it hit, somewhat simulates this. :)

So lets see.. dividing 5 by 4.. 1 damage per a bullet!

Shock 09-01-2012 11:13 PM

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.)

Kavan 09-01-2012 11:19 PM

Quote:

Posted by SnakeRekon (Post 191022)
Well, think of it this way, bullets from a shotgun hit different parts of the body, each shot will do varying amounts of damage depending on where it hit, somewhat simulates this. :)

So lets see.. dividing 5 by 4.. 1 damage per a bullet!

Then just increase the overall damage of the shotgun if per-bullet damage is too little, which'll mean that shotguns would be the most powerful at close range, which would be in keeping with most other shooter games.

Dusty 09-01-2012 11:31 PM

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.

SnakeRekon 09-02-2012 12:12 PM

Shotguns were already tried with 8 damage a bullet, that **** failed hard lol

Striker 09-02-2012 01:09 PM

I say if making the damage less when there is more range they shouldn't make the damage to little

Quote:

Posted by SnakeRekon (Post 189028)
Well, currently with most shotguns, as you all know if all bullets hit from the same person, you take full damage in respect to each bullet.

I may suggest a system to Snk, depending on the feedback here for an alternate system.
It's pretty simple, using fake figures;

First bullet: 8 damage
Second bullet: 4 damage
Third bullet: 2 damage
Fourth bullet: 1 damage

So basically the bullet damage halves each time, this would change the shotguns from their current overpowered status in most cases to something more managable and means we can actually change them easier and better in my opinion. Thoughts?

I think that that would be the best alternative idea

Derp Ø Caedmon 09-02-2012 03:02 PM

That would screw over us pbp users

Ventus277 09-02-2012 05:14 PM

Quote:

Posted by Derp Ø Caedmon (Post 191501)
That would screw over us pbp users

As your thread said don't complain about the PBP. ;)

SnakeRekon 09-03-2012 07:57 AM

Quote:

Posted by Derp Ø Caedmon (Post 191501)
That would screw over us pbp users

I don't see how, using my system (rough stats of what I think would be suitable)

PBP = 5 damage upgraded
First bullet = 5 damage
Second = 2
Third = 4
fourth = 2

13 damage if all bullets hit :o
Gotta remember if it does unbalance the 125k weapon, we can modify the system to work better with it (Or if we did 0.5 damage, it could actually make the entire damamge system one hundred times easier xD)
or change the guns stats to meet the new requirements.

Basically, we can all agree the PBP is pretty overkill at this point with a 3 hit kill more times than not.

Alternative being we just leave the PBP how it is haha, i'm just offering up alternatives that people may like to try to see if it helps balance the game any better :) Since i'm sure there will be more shotguns in future it would be beneficial in the long run.

lord mafia Era 09-03-2012 08:55 AM

Quote:

Posted by SnakeRekon (Post 191437)
Shotguns were already tried with 8 damage a bullet, that **** failed hard lol

fine keep it as its why the change ? think about making new gun? LowL no point for change power damage of the gun that been released over 5 month.

if you change the power damage, then the price comes Next , Can you make it cheap , or how about Giving it out Fo Fo free as freepies? xD


All times are GMT. The time now is 04:46 AM.

Powered by vBulletin/Copyright ©2000 - 2026, vBulletin Solutions Inc.