Jump to content

Plotron

Members
  • Posts

    1,191
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Plotron's Achievements

Chief Engineer

Chief Engineer (21/37)

1

Reputation

  1. Saber is very special, it appears. Who the hell added that to Protolathe back in the days?
  2. I'm merely suggesting an ammo type here, not a specific way of putting it in the game. Currently it's as much of a buff to ballistics as a pulse rifle to energy guns. Does it put borgs and mechs on fire? You're assuming that these two ammo types would have to compete with each other and that doesn't have to be the case. As far as I'm aware, incendiary is available as shotgun slugs. I can't imagine giving incendiary ammo to pistols or rifles, for instance - in this case there would be no incendiary ammo for EMP to compete with. Neither can you always count on incendiary ammo to do the trick. Which is exactly why you've got normal ammo - you can swap the magazines to adapt to the situation. There has to be a drawback to using specialized ammunition, in much the same way ion rifles do jack shit to pure organics.
  3. You guys don't read my posts at all. I'm not talking about buffing ballistics, I'm talking about specialized sidegrades so people can have more tactical options. EMP ammo would not cause EMP effects, it would deal localized burn damage if it hits a synthetic part, a borg or a mech. This would come at an expense of reduced brute damage. That being said, this burn damage would probably bypass normal armor. There's as much collateral damage as with any other weapon in the game, melee or ranged. AP rounds would deal relatively low damage unless it was used on heavily armored enemies - or thick-skinned Mechs 'n shit. You can't have the best of both worlds. Not even close to what I've proposed.
  4. Don't tell me our current code doesn't allow for ammunition that deals two types of damage simultaneously.
  5. Now we only need that and HP ammo. Also more ammunition choices for other guns.
  6. It's just some additional burn damage that is applied to the body part that got hit at the expense of reduced overall brute damage output. When you add up the damage, it should be about 5 dmg higher than if you were to get hit with a normal bullet. Situation-specific. I wish I knew what that does.
  7. Correct. Except that it's not unarmed you're thinking of, it's unarmored.
  8. Could be lame if it involved RNG. It could be scaled according to how far you went into negative numbers. By taking the absolute value, we could come up with some kind of another variable. Balancing ammo by plain damage is going to be hard enough IMO.
  9. It only deals additional burn damage if it hits a robotic part. It's localized. Not sure if it'd be good to have such a complex system. The ammunition would be balanced by damage primarily.
  10. Marriages, antenna reception, you know the drill. Bad puns, confessions, Brig service. Also ghostbusters.
  11. I'm just worried about scaling. But yes, I think that's the way it's most commonly implemented. We could have different tiers of AP ammo. I just like the idea of completely nullifying someone's armor - that won't be really possible with the multipler method. Brilliant.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use