Chaosforge Forum

  • April 28, 2024, 07:12
  • Welcome, Guest
Please login or register.



Login with username, password and session length
Pages: 1 [2]  All

Author Topic: Things about shotguns  (Read 11067 times)

Dervis

  • Nightmare Berserker
  • Elder
  • Major
  • *
  • *
  • Offline Offline
  • Posts: 321
    • View Profile
Re: Things about shotguns
« Reply #15 on: July 10, 2009, 14:51 »


Either that or severely penalise outliers.
Code: [Select]
         2333
    2333445566
@9999998888877
    2333445566
          2333

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.

Actually those numbers come from applying a gaussian distribution formula to the angle of exit and adding a range dissipation penalty. That's what the small spreadsheet i linked above does.

I perfected the range dissipation formula to calculate cumulative loss % over distance traveled, so now it looks a bit different:

Standard Deviation: 0,15 rad; Dissipation: 8% per square (shotgun)
Code: [Select]
        2222222
    233444333333
@988776655444333
    233444333333
         2222222
Standard Deviation: 0,3 rad; Dissipation: 16% per square (double shotgun)
Code: [Select]
    22222
  233333222
@8765443222
  233333222
     22222
Edit: I removed the ones to make the spread look cleaner.

P.S. - Yes, the spread is absolutely ludicrous, but like Malek said, it's what you expect in a video game. Shotguns wouldn't be fun if they didn't hit all over the place.
« Last Edit: July 10, 2009, 15:09 by Dervis »
Logged

Thomas

  • DoomRL Wiki and Testing Ops
  • Elder Chaos Guard
  • Major General
  • *
  • *
  • Offline Offline
  • Posts: 881
  • How's it going?
    • View Profile
Re: Things about shotguns
« Reply #16 on: July 10, 2009, 22:27 »

Shotgun diagrams.

Ta. Alrighty, I'll change these to numbered diagrams quickly...
* is full 6d3/8d3/whatever damage, so basically a 10.
9 is 90% damage, 8 is 80% damage, etc.
I have 6d3 in mind for these, so the numbers are a bit higher than the other diagrams.

-shotgun
Code: [Select]
          333222
      6655443322
  88777666554433
@**9998888777766
  88777666554433
      6655443322
          333222
-combat shotgun
Code: [Select]
          665544
    998887776666
@****99999888888
    998887776666
          665544
-double shotgun
Code: [Select]
     4433
   665544
 88776655
@*9988777
 88776655
   665544
     4433
Logged
Arch-Vile Chaos Major Thomas
[26/26/26/25/9/1]
Medals: 35/43 Specials: 69/67 Assemblies: 36/40

Zi

  • Sergeant Major
  • *
  • Offline Offline
  • Posts: 147
    • View Profile
Re: Things about shotguns
« Reply #17 on: July 17, 2009, 23:42 »

If shotguns still did a lot of damage at range, as long as it was where I aimed directly, I'd probably use them a lot more often.  (But then I wouldn't be taking advantage of their unique attribute.)

The new damage distribution seems like it would make shotguns not as great against crowds in one shot, though.  (But then again, in my experience using them, I couldn't deal with crowds in the open with shotguns and had to hide behind cover like any other weapon.)
Logged

ThrustVectoring

  • Private
  • *
  • Offline Offline
  • Posts: 3
    • View Profile
Re: Things about shotguns
« Reply #18 on: July 25, 2009, 13:35 »

One thing about shotguns is that the total damage they can deal to all targets ought to not go up as the targets get farther away.  Think about it - each shotgun blast has only so many pellets, and it shouldn't matter if they land on one target right in front of your face or three targets farther away.

That said, damage should be normally distributed with total damage (across all squares) and damage spread increasing as range increases.

Alternatively, set up shotguns like real life shotguns, and simply have them shoot a bunch of lower damage projectiles at the same time.

Another thing that bugs me is being able to push monsters away with shotguns.  Every action has an equal and opposite reaction, and besides which, its been shown that shotguns do not work that way in mythbusters.

One last thing - IRL shotguns can fire multiple types of ammo.  Perhaps it might be worthwhile to add shotgun grenades or multiple types of shotgun ammo (R to special load any shotgun, brings up menu to select ammo types)
Logged
Pages: 1 [2]  All