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S Park Finner
BetaMax. CRONOS.
188
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Posted - 2013.07.29 13:51:00 -
[1] - Quote
Make splash damage a percentage of remaining shield, armour or shield and armour.
Set it up so direct damage is the way it is. Splash damage would be changed so that, depending on the type of weapon, it does a percentage damage to whatever it's supposed to hurt up to the maximum of a direct hit -- shields, armour or both. As you move up through the skills for the weapon it could have a bonus to the percentage damage it would do or to the blast radius.
Example: Armour Grenades - basic say 300 direct damage to armour. Splash damage say 50% of remaining armour. If you start out with no shields and - 800 armour a direct hit would drop you to 500. Splash damage would drop your armour to 500. A second splash would drop them to 250 -- half of what was remaining but less than 300, the max of splash damage.
- 250 armour a direct hit would kill you. Splash damage would drop your armour to 125. A second splash would drop them to 63.
The idea is that splash damage can weaken all the troops within the splash radius but not kill them outright. It's advantage is it's area effect not it's absolute killing power -- for that you need a direct hit. |
S Park Finner
BetaMax.
190
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Posted - 2013.07.30 22:18:00 -
[2] - Quote
Harpyja wrote:No, this will make weapons where their strengths are in splash damage completely useless (MDs and missiles). That's a legitimate criticism. The ideal would be that the weapon had two damage radii. The smaller one where splash damage did 100% of the weapon splash damage. The larger one where the damage went to zero. The damage would taper off between the two. If that didn't cost too much to compute I'd vote for that.
This would allow weapons to be very dangerous for accurate shooters while providing some area effect without that area effect being overwhelming. It would give several ways to balance... 1) The amount of splash damage, 2) the full-damage radius, 3) the rate it tapers off, 4) the distance where it stops having any effect. That could be one mechanism that would give very different feel to different weapons, especially if combined with different damage amounts to shields and armour.
For all I know this could be what the underlying mechanism is right now and we just don't know about it. It's hard to judge but splash damage doesn't seem to work that way now.
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S Park Finner
BetaMax.
190
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Posted - 2013.07.31 02:06:00 -
[3] - Quote
Harpyja wrote:The way splash damage seems to work is that it deals the same amount of damage within the splash radius (except grenades, they have correct explosion mechanics). It would be much better overall to make every explosive weapon act with this behaviour. Give it a splash radius and splash damage starts from full direct damage and drops exponentially down to 0 at the edge of the splash radius. Explosive weapons would need to get their splash radii adjusted though. I didn't know grenades worked that way. That's a good thing and I agree it would be best if all splash damage worked that way. But I'm not sure about it dropping off immediately. The reason I was suggesting a full-damage radius is that strictly speaking the immediate fall off would only deliver full damage on a direct hit.
Do you thinks the full-damage radius is a good idea? Would it offer an additional dimension of balancing?
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