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Forlorn Destrier
Bullet Cluster
1519
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Posted - 2013.09.02 22:38:00 -
[1] - Quote
Tectonic Fusion wrote:Keep the blast radius (obviously) but make the further splash damage like when the opponent just barely got into the splash less damage. But keep the main splash damage the same like when it's not a direct hit but just barely misses. Problem solved.
So a gradient?
I don't know the numbers in terms of explosion radius, but for example:
Within 1 meter of explosion = full splash damage Within 2 meters of explosion = half splash damage Within 3 meters of explosion = quarter splash damage etc
Is this what you mean? |
Forlorn Destrier
Bullet Cluster
1519
|
Posted - 2013.09.02 22:45:00 -
[2] - Quote
Tectonic Fusion wrote:Forlorn Destrier wrote:Tectonic Fusion wrote:Keep the blast radius (obviously) but make the further splash damage like when the opponent just barely got into the splash less damage. But keep the main splash damage the same like when it's not a direct hit but just barely misses. Problem solved. So a gradient? I don't know the numbers in terms of explosion radius, but for example: Within 1 meter of explosion = full splash damage Within 2 meters of explosion = half splash damage Within 3 meters of explosion = quarter splash damage etc Is this what you mean? Yeah. I read somewhere that the further you are from the direct hit of the grenade (or whatever the mass driver shoots) that hits the ground, it does a little less damage. Since people are complaining about the damage and it being "OP," why not make it so they Mass Drivers can keep on denying an area, without causing too much "OPness." BTW teamwork is OP.
I like this idea. +1 sir. |
Forlorn Destrier
Bullet Cluster
1519
|
Posted - 2013.09.02 22:49:00 -
[3] - Quote
Solomon Malcolm wrote:I just use the Tac rifle.
I've been branching out lately. I've got fits for MD, TAC AR, full auto AR, Sniper, SR, full AV (light). Next I want to get into either shotgun or plasma cannon. |
Forlorn Destrier
Bullet Cluster
1519
|
Posted - 2013.09.02 22:50:00 -
[4] - Quote
Tectonic Fusion wrote:Also for grenades, reduce the damage so it's not a one hit KO, but make it have a disorienting effect on the opponent so it's more realistic.
I'm ok with the damage on the grenades, but I would like to see soemthing akin to a flashbang that disorients the character (loss of sound in immediate area, bright light, added sway, etc). It shouldn't completely knock them out of a fight, but at least make it harder to operate. Blast radius might need to be fairly small on this though. |
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