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08-31-2012
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don't call it a comeback
Join Date: Sep 2011
Posts: 8,268
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08-31-2012
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32 | |
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299,792,458 m/s
Join Date: Mar 2012
Location: Lebanon
Posts: 3,581
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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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08-31-2012
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33 | |
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God
Join Date: Feb 2012
Location: England
Posts: 1,043
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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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08-31-2012
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34 | |
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299,792,458 m/s
Join Date: Mar 2012
Location: Lebanon
Posts: 3,581
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09-01-2012
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35 | |
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don't call it a comeback
Join Date: Sep 2011
Posts: 8,268
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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. |
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09-01-2012
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36 |
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Pixels for breakfast!
Join Date: Oct 2011
Location: Florida, United States
Posts: 2,409
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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? |
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09-01-2012
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37 |
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The Psychonaut
Join Date: Jul 2012
Location: Middle o' space
Posts: 1,527
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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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09-01-2012
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38 | |
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God
Join Date: Feb 2012
Location: England
Posts: 1,043
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09-01-2012
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39 | |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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09-01-2012
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40 |
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I'm watching...
Join Date: Sep 2011
Location: Northern Ireland, UK
Posts: 644
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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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09-01-2012
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41 | |
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God
Join Date: Feb 2012
Location: England
Posts: 1,043
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![]() So lets see.. dividing 5 by 4.. 1 damage per a bullet! |
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09-01-2012
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42 |
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Pixels for breakfast!
Join Date: Oct 2011
Location: Florida, United States
Posts: 2,409
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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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09-01-2012
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43 | |
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I'm watching...
Join Date: Sep 2011
Location: Northern Ireland, UK
Posts: 644
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09-01-2012
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44 |
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Should be fixed.
Join Date: Aug 2011
Posts: 6,359
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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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09-02-2012
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45 |
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God
Join Date: Feb 2012
Location: England
Posts: 1,043
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Shotguns were already tried with 8 damage a bullet, that **** failed hard lol
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