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Plotron

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Everything posted by Plotron

  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.
  12. Plotron

    Waterguns!

    Cooler than laser tag! Alien-like technology and appearance! Compact and handy! Collect them all and be the hero the station needs!
  13. 1. Armor Piercing Ammunition and Weaponry The ammo we use currently only deals a flat amount of damage that is reduced by armor you wear, meaning that in order to defeat the heaviest of armors you need the heaviest of weapons that will very easily dispatch unarmored targets. But what if we had piercing armor that would simply ignore some of the armor? For instance you have armor with value 30 of bullet damage reduction (which translates to 30% AFAIK). If we were to shoot it with hypothetical AP ammunition with AP value of 10, it would take 10 off the 30 armor and ultimately the incoming damage would be reduced by 20%, not 30%. If you had no armor, it'd be 0 - 10, and since we don't want negative armor values it'd equal 0; the AP aspect of the bullet would do nothing. Unless you wanted to model overpenetration, that is. Simple formula: dmg = dmg*(100-(Armor-AP)) * 0.01 What would be the tradeoff? Simple, AP ammo could be less effective against unarmored targets as it'd deal less flat damage and the AP aspect would not apply. Another good thing is that you could have robust armor-piercing weapons that'd dispatch 60+ armor guys just as if they were unarmored, whilst keeping damage to unarmored or lightly armored people in check - imagine a transphasic bullet with 80-100 AP value that would kill everyone equally as well. It could deal low damage, for instance 10 or 15, but still be more robust against heavy targets than a 20 dmg gun. Let's say that someone has 70% armor. The 10 dmg 80 AP transphasic bullet would deal 10 dmg. A standard 20 dmg bullet would only deal 6 dmg at this point. These two shots would both deal 10 dmg if the target had just 50% armor. This means that there are moments when you'd prefer AP over non-AP, and vice versa. Same could be applied to melee weapons, too! Some weapons could have natural AP properties, for instance high-caliber guns. 2. EMP (anti-electronics) Ammunition What if we had EMP ammunition that would deal bonus damage to mechanical/synthetic/robotic parts? Not the same as an ion bolt, for sure, but it'd be something less specialized and more universal. Let's say that a normal bullet deals 15 damage. If you had a synthetic target (IPC, AI, Borg, Mech), you could get yourself EMP ammo that deals 10 normal (brute) damage and bonus 10 EMP (burn) damage to electronics. In this case the EMP ammo would be slightly more effective against the target you want to kill, meaning that you can have ammo tailored to your needs. The gun would still work against organics, it'd just be less effective against them in case your plan went wrong. It's a good compromise.
  14. is installing internet from a diskette/floppy!
  15. Fuck this then, I'll stop playing Vox and use my Plasmaman errytime. Don't nerf the Vox!
  16. Special drugs for our speshiul snowflaeks. IPCs have their kinky lube, cats deserve some healthy herbs. Grown in botany!
  17. They can fit. The pistol has a rail for that. It'll be a simple addition. Considering that the BS no longer has a tazer that can fit a Seclite, I think it'd be very good to add this here. Demonstration sprites, courtesy of Johannhawk.
  18. Dark matter or sorium, give it to them instead of that EMP. Would make more sense.
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