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Author Topic: Shotguns in Fonline  (Read 13731 times)

Lordus

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Re: Shotguns in Fonline
« Reply #15 on: April 14, 2010, 05:16:53 pm »

Wh not to make one big group: fireweapons (SG, BG, EW), like in Van Buren project?
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So long and THANKS for all the fish!
Re: Shotguns in Fonline
« Reply #16 on: April 14, 2010, 05:43:32 pm »

I love the idea of shotguns having spread damage for normal shots. I don't care if the range is crap as long as I can hit every of those 5 mantis with each shot. Small guns could use an AOE damage type weapon. Right now grenades were the alternative, and with no skill invested in Throw, it's not too useful.


fireweapons
Firearms.
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Johnny Nuclear

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Re: Shotguns in Fonline
« Reply #17 on: April 14, 2010, 05:48:47 pm »

Dont worry Johnny, they were not able to balance guns in past 8 months, they are not able to do it in next year.
you are right :D
« Last Edit: April 14, 2010, 05:52:34 pm by Johnny Nuclear »
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FischiPiSti

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Re: Shotguns in Fonline
« Reply #18 on: April 14, 2010, 05:54:38 pm »



No, we dont need firearms skill, just...no.
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Troll.
HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions
Re: Shotguns in Fonline
« Reply #19 on: April 14, 2010, 06:17:40 pm »

I vote to buff the sawnoff shotgun damage to something absolutely brutal, like 30-40 and keeping its very short range.

The regular shotgun keeps its current damage but has its range increased to something like 25.

Boom. They're no longer basically identical guns. One is a short range beast, the other is a more versatile respectable midrange gun.

I'd also like to have the sawnoff shotguns animation be switched from shotgun to pistol. I just think it'd be cool.

I also suggest that burst gets removed from one of the CAWS/Combat Shotgun/Pancor and the crafting requirements/price is reduced so one of them functions as a mid tier 'pump action shotgun'. I'd suggest that it be the combat shotgun, as it is the best looking gun out of the three and the one I'd most like to see around the game a lot more.

I'm not sure if it'd be possible to make every shotgun blast function as a 'burst', that strikes me as an engine-side thing.

I know weapon balance will be looked at, but we have to start somewhere.
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avv

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Re: Shotguns in Fonline
« Reply #20 on: April 14, 2010, 06:39:19 pm »

No, we dont need firearms skill, just...no.

Seriously, what's wrong with it? Just make it so that big guns demand high strength and there's no way around it. When there's no big guns around, big gunners would prefer other burst weapons and shotguns. Energy weapons wouldn't even have to have a class dedicated for them because energy weps would be top tier weapons which everyone would want. This would demand overhaul of profesions and how guns were available, but hell, it would definitely bring cool benefits.

I made this kind of modification in fallout tactics and it effing rocked.
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Re: Shotguns in Fonline
« Reply #21 on: April 14, 2010, 07:11:32 pm »

Seriously, what's wrong with it? Just make it so that big guns demand high strength and there's no way around it. When there's no big guns around, big gunners would prefer other burst weapons and shotguns. Energy weapons wouldn't even have to have a class dedicated for them because energy weps would be top tier weapons which everyone would want. This would demand overhaul of profesions and how guns were available, but hell, it would definitely bring cool benefits.

I made this kind of modification in fallout tactics and it effing rocked.

This idea actually requires a lot less tinkering than I thought it did. All weapon protos or whatever would just be changed to use 'Small Guns' for their skill rolls instead of Big Guns, but Small Guns would be renamed 'Firearms' in all the menus, etc.

Holy shit, and melee weapons/unarmed weapons/throwing could all use the same skill to determine to hit chance as well. They could just be registered ingame as using the melee skill, and that gets renamed 'Low Tech'.

I don't think it'd be possible to combine lockpick/traps, but at least the weapon system could be improved.

It would, at the very least, make the game more 'fun'. If you find a gun, any gun, you can start blasting away. And if melee and unarmed were the same skill, people would be a lot more likely to invest a couple skills points in it.
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FischiPiSti

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Re: Shotguns in Fonline
« Reply #22 on: April 14, 2010, 07:39:30 pm »

I vote for Combat(Firearms+HtH+throwing), Craft(doc+fa+traps+science+repair+outdoorsmen(because of survival)), and Needs-Moar-Work(speech+barter+gambling+sneak+steal+lockpicking) skills then. All 3 could be tagged! \o/
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Troll.
HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions

avv

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Re: Shotguns in Fonline
« Reply #23 on: April 14, 2010, 08:04:27 pm »

Holy shit, and melee weapons/unarmed weapons/throwing could all use the same skill to determine to hit chance as well. They could just be registered ingame as using the melee skill, and that gets renamed 'Low Tech'.

Yeh and then just make some rolls dependent on stats. For example heavy close range weapons would mainly depend on strength, knives on agility and throwing on perception to prevent players from mastering everything.

I vote for Combat(Firearms+HtH+throwing), Craft(doc+fa+traps+science+repair+outdoorsmen(because of survival)), and Needs-Moar-Work(speech+barter+gambling+sneak+steal+lockpicking) skills then. All 3 could be tagged! \o/

This isn't appropriate remark from my part but your signature says it all.
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Bulldog

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Re: Shotguns in Fonline
« Reply #24 on: April 15, 2010, 01:32:56 am »

I just don't get it, what's the point of knockback??? Shotguns range is really low, so in your opinion if you knock back the target out of your shotgun range, u will benefit? Or do you imagine switching to a sniper rifle and taking the target out or what? Knockback is not the solution, since this weapon has such a low range, it should have a higher damage output(compared to todays damage)
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English is not my native language, go easy on me.

Lordus

  • So long and THANKS for all the fish!
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Re: Shotguns in Fonline
« Reply #25 on: April 15, 2010, 02:08:24 am »


 In my Huge weapon's changes thread, i suggested that long barreled weapons should have AP penalty in interiors. Like in real world, imagine situation that you are attacking inside the family house and you have to use long sniper riffle, or assault riffle.. All police commandos across the world use submachine guns and shotguns for that reason.
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So long and THANKS for all the fish!
Re: Shotguns in Fonline
« Reply #26 on: April 15, 2010, 04:00:38 am »

add solid slug ammuniton, increases range slightly and gives KD chance, because buckshot wouldn't knock you down or go through metal armour.
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FischiPiSti

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Re: Shotguns in Fonline
« Reply #27 on: April 15, 2010, 03:54:35 pm »

I just don't get it, what's the point of knockback??? Shotguns range is really low, so in your opinion if you knock back the target out of your shotgun range, u will benefit? Or do you imagine switching to a sniper rifle and taking the target out or what? Knockback is not the solution, since this weapon has such a low range, it should have a higher damage output(compared to todays damage)
Afaik knockback happens only on certain crits, at least, the SuperSledge doesnt knockback on every hit..In fact its pretty rare, too rare if you ask me. When it does happen however, the opponent is knocked down, and unable to move for a while, leaving space for the attacker to either run away, or get in close range again, or switch weapons like you said it. If a sniper build has low health, it would be quite beneficial to knockback a bigguner. But since knockback is unreliable(low chance) it would be just a fun factor :P

@avv: Its offtopic to begin with.
« Last Edit: April 15, 2010, 03:59:48 pm by FischiPiSti »
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Troll.
HtH suggestions: Melee: +DR(PA)
Unarmed: +AC(active sneak should boost AC as they are "less visible")
General "class" idea pool in the form of new perks with high skillrequirements: http://anarchyonline.wikia.com/wiki/Professions

Bulldog

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Re: Shotguns in Fonline
« Reply #28 on: April 15, 2010, 06:41:11 pm »

Who would want to have "a fading chance of knocking down the oponent at close range with a shot gun, when you could just pull out a mouser and cripple him or insta kill/knockout/blind/break a limb or smth else? (in case of a sniper  build)
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Izual

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Re: Shotguns in Fonline
« Reply #29 on: April 15, 2010, 06:49:48 pm »

Knockbacks, not knockdowns. It's a very different things. Knockback actually make you feel the power of your weapon, and are not that powerful. But still, they are useful.
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