Other > Suggestions

Useless weapons

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Solar:

--- Quote from: manero on June 01, 2011, 08:05:29 PM ---I dont see MINIGUN here. Its useless weapon. No one use minigun, only avanger minigun.

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For now.

Surf:
You could always go for different kinds of ammunition, for shotguns for example. In my mod, I've made beanbag rounds for example, it gives the target a high bonus to it's DR check so the shot does little to no damage, but has the knockback perk added for great manstopping. Basically, there is a need for new weapon perks, ammo modifiers to make the weapons more varied in use IMO. This is atleast how I handled it in my mod, so you may call bullshit if you want. ;)

kttdestroyer:

--- Quote from: Surf on June 01, 2011, 09:07:54 PM ---You could always go for different kinds of ammunition, for shotguns for example. In my mod, I've made beanbag rounds for example, it gives the target a high bonus to it's DR check so the shot does little to no damage, but has the knockback perk added for great manstopping. Basically, there is a need for new weapon perks, ammo modifiers to make the weapons more varied in use IMO. This is atleast how I handled it in my mod, so you may call bullshit if you want. ;)

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Personally i think that ammunition and thier diffrent kinds is mostly needless micromanagement. I dont even think that the diffrence between AP and JHP is needed. I mean, what does it bring to the game? That when you face enemiies you know what kind of ammo you will need before? and if you take wrong? All of the sudden you are useless... But, this has been pretty much fixed in my opinion by making AP and JHP quite simillar (very big diffrence if one thinks of the past, where AP ammo did sometimes no damage at all vs unarmed and vice versa).


--- Quote from: A concerned wastelander on June 01, 2011, 07:47:19 PM ---I like the idea, but max hit chance for above normal range should be lowered under 95%, or players will manage to get 95% hit chance even above normal range.



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Yes, thats what i ment with "overlapping", it seems logical in this situation that its not up to the user of the weapon anymore but its up to the weapon (as its not made for shoting over that distance). I think even both reducing the chance to hit and reducing lowest damage would work nice. What this would lead to is also that experienced players would get advantage over none-experienced. Which is always good i think, making the combat mechanism more "deep" (what i mean is that experienced players will know more or less on what distance the weapon is good without havint to check exact hexes)  8) A less experienced player might get coocky and shot as soon as he sees the enemy.


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