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Shotguns

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Reconite:

--- Quote from: Nexxos on February 15, 2012, 09:17:33 pm ---and possibly a small chance of crippling limbs with bursts (scatter damage doesn't only hit you in the tors).
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This really needs to be standard for every weapon. Fallout Tactics used a system where if you did an unaimed shot at an enemy it could hit a random body part, including the eyes and groin. If you spray a burst with a minigun and hit your 14/14 bullets in your random bullshit cone, not all of them will hit the torso, they will go all over the enemy.

Hell, just carry over everything Fallout Tactics did in the multiplayer department minus Browning M2 and Gauss Miniguns (ok, also perks like Psychotic and Steady Arm). There, a working pvp system tried and true.

Reiniat:

--- Quote from: avv on February 15, 2012, 12:41:43 pm ---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.


--- End quote ---
Maybe not too far, maybe just explosive ammo, wich causes explosive damage rendering Toughness useless against it. I hate to hear about flechettes, slugs, etc. we need surrealistic stuff for a Fallout based game, we need explosive, conmotion, warp, void, EMP, magnetic or incendiary ammo (please no dragons breath)

--- Quote from: avv on February 15, 2012, 12:41:43 pm ---They should never be dismobilized by another player or anything else for longer than brief moments.

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Thats the gold rule of any multiplayer game ever invented, with the exception of Bioshock 2, but that game have a different system based in low damage for guns and big mobility for players.


--- Quote from: Nexxos on February 15, 2012, 09:17:33 pm ---The only thing what (bigger, bursting) shotguns need, is a knockback effect added to every burst (same way as slapping, no AP negated, but you need to raise up again), and possibly a small chance of crippling limbs with bursts (scatter damage doesn't only hit you in the torso).

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NO, i prefer actual system that more odds or knockback effects.


--- Quote from: yoz on February 15, 2012, 10:30:57 pm ---Although the damage is decent, it doesn't compensates for the severely limited range enough to make it a useful weapon. Doing the same damage at 1 hex as at maximum range doesn't help either. Most people that use high end shotguns I think do it only for a goof and only against npcs.

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The way it should work is making shotguns make more damage at, lets say 12 hex than other Burst guns, and keep it doing same damage at all ranges

Killy:

--- Quote from: Nexxos on February 15, 2012, 09:17:33 pm ---The only thing what (bigger, bursting) shotguns need, is a knockback effect added to every burst (same way as slapping, no AP negated, but you need to raise up again), and possibly a small chance of crippling limbs with bursts (scatter damage doesn't only hit you in the tors).

--- End quote ---

gr8 idea, nothing more is needed, btw why the dmg is always the same? 1 hex burst should have been stronger

Crazy:

--- Quote from: Killy on February 16, 2012, 05:07:51 am ---gr8 idea, nothing more is needed, btw why the dmg is always the same? 1 hex burst should have been stronger

--- End quote ---
Shotguns burst have no spread, that's why.

Sarakin:
Shotguns having KD effect is way to go, works on F:B. To prevent trolling issues, dont make it 100% reliable.

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