DRL > Discussion
Things about shotguns
Dervis:
Yes, i know i'm mad. Just play with the numbers on yellow.
Shotgun.xls
ParaSait:
--- Quote from: Visalos on July 09, 2009, 11:07 ---The answer is clear: We need volunteers to take shotgun blasts to the chest at various ranges.
--- End quote ---
Oh I wanna do that. My sister's a volunteer. Muhahaha >=D
Thomas:
I've already tested shotguns to the chest irl. I believe it was on the news once!
--- Quote from: Melon on July 09, 2009, 04:08 ---But we are talking here on the spread of a shotgun. Besides, when using a shotgun like in Doom with such a high spread, how the hell do you want it to be accurate? I would agree that a shotgun might do extra damage if the pellet hits the face or some unprotected part of the body. But this would be completely random. You are facing 5 daemons, spreaded.
You can direct spread at those fight daemons, because you are accurate? I do not think so. You can direct where the "pellet cloud" will "fly", but you cannot direct it like: i shoot the daemon in the head, it is its weakest point, part of the spread will hit the former commando in the groin and part of the spread will hit the Arch-ville in the abdomen.
My proposition: lesser the spread, make the damage higher (do not like that idea). But do not implement accuracy rolls, because this doesn't make sense to shotgun.
--- End quote ---
Yeah, my idea is pretty similar to this one. I suggested that as long as you're aiming directly at the enemies (On the 9-7 line, in Blade's diagram) you have a decent chance to do full damage instead of suffering dropoff. And this is technically an accuracy thing (Shotgun sniping in DooM requires a bit of precision) so I made it an accuracy roll, thus making all weapons require accuracy checks. I didn't suggest being able to split up your shot exactly between 5 demons, unless they were all in a straight line.
--- Quote from: Dervis on July 09, 2009, 05:36 ---Either that or severely penalise outliers.
--- Code: --- 2333
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--- End quote ---
The idea of enemies on the side being damaged more if they're far away is weird. Maybe a unique shotgun (the jackhammer, maybe?) could work like this.
--- Quote from: Malek Deneith on July 08, 2009, 18:01 ---"Spread" you mentioned is what people expect from videogame shotguns - if we lessen/remove the spread we'll end up removing the quality that defines them
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The man speaks truth. I strongly disagree with any change that reduces the spread down to 3 tiles wide (Unless it's the combat shotgun or something)
EDIT:
--- Quote from: Blade on July 09, 2009, 05:06 ---How combat shotguns currently work:
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Also got the diagram for the current shotgun and doubleshotty?
Malek Deneith:
--- Quote from: Thomas on July 09, 2009, 21:03 ---Also got the diagram for the current shotgun and doubleshotty?
--- End quote ---
Here you go:
-shotgun
--- Code: --- ******
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--- End code ---
-combat shotgun
--- Code: --- ******
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-double shotgun
--- Code: --- ****
******
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@********
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Edit: Also something that occured to me when digging up the above - with recent change double shotguns gets armor applied effectively six times unless something changed in the way it works.
Generic:
Am I the only one who thinks all but the combat shotgun is extremely excessive?* The double shotgun's cone looks more like Doom's FOV than a double shotgun spread! o_O
*well, noone replied yet, but I hope I'm not the only one
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