Other > Suggestions
Shotguns
JovankaB:
--- Quote from: Cheesey Dean on February 15, 2012, 12:15:02 PM ---I'm sorry, but I fail to see *where* he is trolling. Unless voicing your opinion counts as trolling.
--- End quote ---
Some smartass comments that this discussion didn't really need:
> Do you guys not know how to add ammo types? Now that I think of it, I've never actually seen that done in 2238.
> It is much easier to simply remove content from the game, than balance it.
> I know you are trying your hardest to make the game nearly unplayable
Brooce:
--- Quote from: JovankaB on February 15, 2012, 12:12:28 PM ---I don't know, one extra combat perk could be a lot.
And I'm not talking about some lame "skilled 10 int bruiser all professions in one" gang alts,
I'm talking about hybrid builds which can craft some things and fight.
--- End quote ---
Its not significant, but it does force the player to get 150 repair, instead of say Doctor and First Aid which could be used in combat. It is a solution, but it may not be the best. I would love beanbag ammo for the shotgun. Oh lawdy talk about a weapon for slavers.
Again, its not like we are asking you to buff the Pipe Rifle. We are asking for the Pancor Jackhammer to work as well as its tier.
Solar:
--- Quote ---every target was using Psycho (they aren't) and Beer (they aren't) and had both ranks of toughness (a lot do, all don't).
--- End quote ---
Every player isn't.
I think the perk stopping the DT decrease gives them a ready made role - helps several guns out really.
The one to stun people is a decent one too, helps slavers.
Funny we have beer never used by PvP players in one thread, now its always used ;)
Brooce:
Maybe at closer range the shotguns can cause knockdown. Lets say at 5 hex or under, and it works kind of like Heavy handed, but the player must burst. This gives the player a motive to get closer, which doesn't exist now because the damage from 1-15 hex is the same.
I'm not against the quest perk. Its definitely a step in the right direction.
avv:
What kind of characteristics can ammo have?
Can it increase crit chance?
Can it increase range?
Can it increase cripple rate in crits?
Can it make attacks cost less or more ap?
Can it change the attack type of weapon?
Can it bypass or reduce armor from certain range?
It would help to have lots of characteristics in ammo, would allow variety.
For example slugs could fly further, have small ap qualities and minor damage buff (12/10). They are like fmj ammo for shotgun.
Pellets could do more damage the closer you are. Could even have it so that every 3 hex the damage reduces. This would be significant because you still don't have to onehex to do max damage. This would replicate how shotguns really work. It would also have spread after 9 hex.
Then there could be some 2nd tier hq turboload ammo that'd just do badass damage. But would only like spawn in tc chest randomly.
--- Quote from: Solar on February 15, 2012, 12:22:04 PM ---The one to stun people is a decent one too, helps slavers.
--- End quote ---
Uh no thanks. Heavy handed has shown us where stunning and knockdowning attacks take us - to the trollzone! It should be a rule of thumb to never take control off from players. They should never be dismobilized by another player or anything else for longer than brief moments. It works against npcs and is fun because npcs swarm you and you need to dismobilize them. But npcs don't have feelings so they can be threated as you want.
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