Vell0cet wrote:Daddrobit wrote: Mercy Snip :)
That's a good point. So why not keep the damage multiplier for shotgun blasts too? I think there's a lot of room to play around with the stats to make it useful without surpassing the actual shotgun or outperforming other sidearms. I just like the concept of having a wide array of fun/interesting weapons that all feel very different. A slightly different version of the scrambler pistol is kinda underwhelming. Maybe this is to gimmicky to be practical though. I haven't spent nearly as much time analyzing this as you have, so I admit I could be totally wrong here.
Before my thoughts on how I'd potentially get the ion pistol shotty to work, here's a thought on weapon variations.
Personally, I feel like the IP does function in a manner that is fun/interesting/unique in comparison to the other sidearms. It's not that it's a slightly different scrambler pistol, it's that it's a miniature ScR, much in the same way that the ScP is a miniature Tac AR. Like how the flaylock is a miniature mass driver and the smg is a miniature ACR.
To call the IP a slightly different ScP is like to call the ScR a slightly different Tac AR.
I understand that you like and want more weapon variety, but to take away one variant in place of another just because it doesn't currently function at an optimal level is a step back in my opinion. We have the unique weapon system in place, we just need to figure out how to make it work.
But that's not to say I don't completely dislike the theory of having a pocket shotty sidearm. I do think it's an interesting idea, I just don't want to have my sidearm stripped of me to make that one a possibility.
So what if you petitioned to make an ion pistol -Variant- that functions as a pocket shotty? So far we only have one type of IP while the smg and ScP both get several of their own, I'd certainly like to see more variety in the gallente section.
As to how you would make that work, I came up with a possible solution.
At first I thought that it might be feasible to give all the bullets fired a damage modifier equal to the % required to charge it that far, but I quickly realized this would make it sickeningly OP because of the scaling. To explain, one bullet is 1/12 a charge, so give that single bullet 8.3% of a 7x charge multiplier, which translates to 58%. Then two bullets would each have a multiplier of 116% and so on.
At 6 bullets, each would be fired with a 350% damage modifier totaling 1050 damage.
12 bullets each with a full 700% damage would become a tank buster at 4200 damage.
That's the basic variant. No thank you. Back to the drawing boards.
So then I thought, well, just give each bullet a damage modifier of just how much it requires to charge for that single bullet. Basically, just give each bullet a 58% damage modifier. A single shot does 79, two does 158, three does 237. No odd scaling here but still capable of ludicrous power. 12 shots would still have the potential to do 948 damage, throw on a damage mod and you're putting out over a 1000 damage. You're one shotting most suits in the game at the basic level here and you're able to do it at 20 meters. It still seems a bit much.
So then I realized, why do we have to damage mod it at all now that we're talking a different variant? Pop the base damage per shot to 55 and then let the charge simply determine how many shots are fired, no tinkering with damage modification at all. 12 shots would net you 660 damage so you're still one shotting most militia frames, but well tanked basic suits and above would still survive.
Again, you're losing damage versus the standard IP as each one of those pellets could have been damage modded, but the full charge of the shotty IP does more damage that that of the standard, so maybe that would sway people in that direction.
And I have to stress this again, should CCP be listening here, this should really only be considered as a variant, I want my basic version fixed, not replaced.