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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? |
First and YES
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Another alternative would be for bullets after the first bullet to a chance to hit, say 75% chance to hit perhaps
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smart @ OP
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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?
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Will check back on this thread after work. I expect a well thought out discussion by time I'm back! |
R. ok now i understand , that fake figures is Good, sorry for Hassle. o_O lol
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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. |
AGREED!!
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so less damage in long range more damage in close range ._.
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Not sure how easy it is to make a distance mechanism for shotguns. Would have to see what snk could come up with.
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I definaletly agree with the close range doing more damage than at long range
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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. |
Ok I'm not buying pbp now.
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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.
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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:
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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. |
Nice idea
Just make pbp good haha |
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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:
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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.
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i agree with more damage close range but i kinda dont like the damaged decreased at long range
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That doesn't defeat the purpose of a shotgun's close-range efficiency or anything.
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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
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no. I like overpowered guns :)
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I swear if I buy pbp and they nerf it imma rage
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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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I say if making the damage less when there is more range they shouldn't make the damage to little
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That would screw over us pbp users
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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. |
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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 |
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