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Posted Today, 10:46 pm
FireFly
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I remember posting this exact same idea a month ago or so, and I agree!  :)

Quote:

Ultimately, remaking how machine-gun type weapons work completely would maybe be for the best... like, they fire a lot of bullets but with very poor accuracy... lets say a machine-gun would fire a 3 bullet burst, each bullet doing 1 damage, but even a 100 skill sniper/machinegunner would probably only be able to land 2/3 hits at at our current average MG range...

Gatling guns would just decrease the accuracy further, but add even more bullets to the fray...

This would make regular machineguns a brutal CQC weapon, were they really should shine to begin with, but now I'm maybe getting ahead of myself.

If above would be considered, it would also give the machinegunner spec a much more usage, as the weapon handling would, in theory, become less about pinpoint aiming and more about recoil compensation and tracking.

As for shotguns, I agree again!
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Posted Jul 20, 2010, 5:28 am Last edited Jul 20, 2010, 5:32 am by FireFly
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Agree, very nicely presented.

I can already feel my graphics card melting down.

:D
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vet wv marshal pvp2

Posted Jul 20, 2010, 5:34 am
Crazy AL
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*Dark Tempest* said:
Agree, very nicely presented.

I can already feel my graphics card melting down.

:D


LOL.. If multiple projectiles in DW melts your card, get the damn hamster out of it and replace those vacuum tubes. We are in the Transistor age!
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vet wv zom pvp1 ped1

Posted Jul 20, 2010, 7:18 am
johnny go
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cool :-) sounds good :-)
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vet wv

Posted Jul 20, 2010, 7:24 am
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yeah nicely presented, particularly like the scatter effect of VSGs and FGs
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Posted Jul 20, 2010, 11:41 am
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I don't like the idea.

I wouldn't mind the VISUAL representation of MG/GG fire being changed so it looks like many projectiles are hitting, but I still think in terms of "seperating" the damage between shots, things should stay as they are (MG=1, GG=2).

Changing these two weapons in such a significant way would force the combat ratings to be overhauled for all weapons. You're talking about bringing a huge change to two of the most commonly used weapons in the game. The repercutions of such a change are quite important.

Also, how are you going to split up 1 or 2 points of damage into 6/12/20 shots? I'm really not interested in shaving off 3/4's of an armor point at long range with my MGs...

I would only approve such a change if it was purely aesthetic.
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Posted Jul 20, 2010, 4:43 pm
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I suspect it's all stored as floating point internally anyway and only rounded to the closest number for display purposes. That seems to be how most other things work in Darkwind.
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Posted Jul 20, 2010, 4:50 pm
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Groove, the MG does 2 damage, the GG does 1 damage with 2 shots, just thought I'd say.
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Posted Jul 20, 2010, 5:07 pm
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Sounds like a variation on how autofire (bursts of automatic fire) was handled in the Champions RPG - if you made your base 'to hit' roll you would do the base number of dice of damage for the weapon/power, but if you made your roll by a more significant amount you would generate additional dice of damage (more of the bullets in the burst hit the target).

The problem with this is that it would make machine gun/gatling weapon damage less reliable (but more influenced by skill).

EDIT: You'd have to have a cap on the 'bonus' damage, too, so it doesn't get ridiculous.
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vet wv

Posted Jul 20, 2010, 5:34 pm Last edited Jul 20, 2010, 5:39 pm by Thin Izzy
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Glow Plug said:
I suggest not to change the amount of damage dealt but to split it in many projectiles.



If the damage stays the same no need for a CR overhaul is there?

Also what to do about the little stray bullets? would they do less then 1 pt of damage? if so would there be descriptive text i.e. "insignificant damage" ? (at least to car armor)

Come to think of it this might litter the screen with text bubbles and make some situation hard to see.

edit: or it could be just tracer fire that does no damage?
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Posted Jul 20, 2010, 6:39 pm Last edited Jul 20, 2010, 6:42 pm by *Tinker*
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FireFly said:
Groove, the MG does 2 damage, the GG does 1 damage with 2 shots, just thought I'd say.


True, but still... how many shots are we talking about? 2 damage divided by 4 shots? 8 shots? If you don't hit enough times you don't damage vehicle armor? That would put the MG and GG in the "useless bin" with the vehicular shotgun.

Why make it so complicated? If you want to have an animation with multiple shots, go right ahead! But don't break a damage system and damage values that are working just fine. What you're proposing is a headache and a half.

Glow Plug said:
I don't see why CR of all (or any weapon) would need a change if damage was splitted in many projectiles for MGs and GGs. They would do the same amount of total damage!


Because your idea would make it much more difficult to get full damage with the MG/GG. Their relative combat value would be lessened. Maybe Sam wouldn't have to review all weapons, but MG/GG would become absolutely worthless.
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Posted Jul 20, 2010, 6:48 pm Last edited Jul 20, 2010, 6:51 pm by Groove Champion
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actually i like that it might spread damage, the HMG is way too powerful imo

Edit:

The fact that if MG/GG are less efficient with unskilled gangers, would just make CRs more justifiable as far as their bulk and damage

At the end of the day you will still be stuck with low bulk low strength weapons, just for bulk reasons
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Posted Jul 20, 2010, 7:08 pm Last edited Jul 20, 2010, 7:15 pm by *Tinker*
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I would like animations that more accurately represented "machine" guns. An M60 can fire over 3 rounds a second and as maching guns go, that's a fairly slow rate of fire. If each turn in DW is 1 second, we should see 4 rounds from an MG or 8 from a GG.

Regarding the spreading of actual damage is a whole 'nuther aspect! If the rounds actually spread, does the spread increase with range like it should? This would make the MG a more powerful weapon up close and weaker at range at causing damage. However, the spread component could add to it's ability to hit at longer ranges with at least a little damage vs. full damage.

Either way, game mechanics would have to be reviewed to see if this is possible, and any MG/GG/HMG/HGG capabilities would need to be reviewed and balanced so that overall in general their average performance wasn't changed, but perhaps that in much closer ranges and further ranges it was different.
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Posted Jul 20, 2010, 7:36 pm
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I still maintain this had better be an aesthetic change only. You can keep believing you aren't affecting the "potency" of the MG/GG by splitting up the damage over a greater number of projectiles that have a smaller chance of hitting. Call it "higher variation in dealt damage": you're just being pedantic.

The MG/GG should still cause full damage or none at all, even if the animation of the shots is changed to resemble machinegun fire. I'm not interested in f***ing around with fractions because you want a different look for your weapon fire.

[EDIT]: To top it all off, it's not like you're asking Sam to split damage for a weapon that does massive amounts of it -say the car cannon- no: you're suggesting we split the damage on two of the guns that already cause the lowest possible amount per shot? Nah. No thanks.
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Posted Jul 20, 2010, 8:00 pm Last edited Jul 20, 2010, 8:08 pm by Groove Champion
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Or so you seem to believe...
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Posted Jul 20, 2010, 9:08 pm
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More shots * Low Gunner skill = Less hits = MG/GG are garbage

Since we're talking about one of the most readily available weapons in DW, you're not doing new players any favors with your silly suggestions. In fact you're not really doing any players a favor by dividing the MG/GG damage into a higher number of shots (potential misses) than any other weapon in the game. This is the sort of suggestion I might imagine as a creative way of nerfing a weapon that is over-powered: not a run-of-the-mill every-day gun like the MG.
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Posted Jul 20, 2010, 9:12 pm Last edited Jul 20, 2010, 9:26 pm by Groove Champion
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@ Glow
I think we are not understanding each other, you were no pedantic, but what you said regarding my post makes no sense

if you change the chance to hit, you change the damage done depending on range, it's a fact

Agreed with Groove that this is a use overhaul, personally i would love it, but doubt Sam would have the time on his budget

If you want to make eye candy, it might be cool, if it didn't slow down the shooting phase the way ballistic weapons do

edit:

@ Groove
It's not a disservice to noobs if the npcs are bound to the same changes right?
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Posted Jul 20, 2010, 9:27 pm Last edited Jul 20, 2010, 9:30 pm by *Tinker*
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I'm not going to discuss swampy statistics. There is only one statistic despite the pleas of misled statisticians: either it happens or it doesn't. 50% chances all the time.

I spoke my piece. If you think breaking the MG/GG is a good idea, go right ahead. It wouldn't be the only stupid decision taken by the community lately.
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Posted Jul 20, 2010, 9:28 pm
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Glow Plug said:
I dare you to find where I suggested to change the hit probability.


Aw I guess i got mixed up between the animation, and the shotgun effects of your 1st post
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Posted Jul 20, 2010, 9:32 pm
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