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Shotguns

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Solar:
Avenger AP      2.227261168
HPFA      2.225675676
PID_PANCOR_JACKHAMMER      2.173036112
PID_HK_CAWS      2.121472543
PID_M60      2.097972973
PID_AVENGER_MINIGUN      2.004535051
Minigun AP      2.004535051
PID_FN_FAL      1.897297297
p90c AP      1.84748471
PID_LIGHT_SUPPORT_WEAPON      1.810810811
PID_MINIGUN      1.804081546
PID_HK_P90C      1.787361664
PID_SAWED_OFF_SHOTGUN      1.591104407
xl70 Ap      1.469386323
10mm SMGAP      1.430501931
PID_10MM_SMG      1.378378378
PID_GREASE_GUN      1.358294895
AR AP      1.33012961
xl70      1.322447691
PID_COMBAT_SHOTGUN      1.23752565
PID_ASSAULT_RIFLE      1.197116649
PID_SHOTGUN      1.193328306
PID_TOMMY_GUN      1.108082677
Gatling Minigun      1


vs Metal mk II

avv:

--- Quote from: Solar on February 14, 2012, 07:28:56 pm ---Not really sure why Shotguns would need a boost.
--- End quote ---

TBH I don't know what that table means lol but as you can see, avenger is better. So if it's better people will use it. Spike damage and range are much more important than rate of fire and ammo saving.

Can't try to balance everything inside range and damage. Options are too limited and many items will be left unused due to too narrow effective range-damage settings. Guns need more variety, similar to what was done with m60. Small gun burst weapons are pretty much missing a slot in current pvp.

They could have a slot for sneaks now that bg sneaking was nerfed but rifles have sneak penalty and 3x brd requires high skill, while sneak too requires maxed investment.

farnak:
Do not know what your numbers mean, but:

Maximum possible normal hit vs Combat armor with 3 BRD:

Caws: 61-97 (OMG burst with 3 BRD)
Combat Shotgun: 34-59

Minigun (AP): range=1: 313-370; range>1: 104-123
Minigun (JHP): range=1: 232-277; range>1: 77-92

Avenger (AP): range=1: 351-408; range>1: 117-136
Avenger (JHP): range=1: 262-307; range>1: 87-102

P90 (AP): range=1: 164-217; range>1: 54-72
P90 (JHP): range=1: 138-186; range>1: 46-62

AR (AP): range=1: 148-216; range>1: 49-72
AR (JHP): range=1: 111-165; range>1: 37-55

Tommy Gun (the weakest MG!!!): range=1: 45-198; range>1: 15-66

I used this formula for calculating with some actual changes. (DT/3 instead of DT/5)
http://fodev.net/forum/index.php?topic=8853.0

If you do not trust in my calculations, just test it in-game yourself.

Solar:
Those are averaged over 10AP - ie an initial attack phase, then adjusted to display in terms of ratio to the lowest damage.

The above table is correct.

Brooce:

--- Quote from: Solar on February 14, 2012, 08:18:00 pm ---Those are averaged over 10AP - ie an initial attack phase, then adjusted to display in terms of ratio to the lowest damage.

The above table is correct.

--- End quote ---

Do you even play the game? I mean we can look at these numbers all day and contemplate how they may be functional. But me and a group of friends literally just crafted 5 Pancor Jackhammers and bursted each other for 15 minutes. The only redeeming quality to the shotgun is that it does the same damage at 15 hex as at 1 hex. Which is to say it does less than 60 damage to a player with combat armor. This is with BRD1, BRD2, and MRD, each with small guns 200+. The combat armor wasn't even 100%.

The only time the Pancor did damage was when we took off all our armor and shot each other as blue suits. So I mean if your goal was to make shotguns the ultimate griefing weapons, well then pat yourselves on the back, MISSION ACCOMPLISHED. But if you were attempting to make shotguns a viable PvP or even PvE weapon, well you failed miserably.

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