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Author Topic: Enhancing the High Power "weapon" assembly  (Read 1969 times)

Sambojin

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Enhancing the High Power "weapon" assembly
« on: March 27, 2011, 23:13 »

I've wondered why the HPW assembly can't be used for shotguns. Admittedly in it's current form it would make them far too good in the game. But can an assembly do different things to different weapons? Or different things to different groups of weapons?

I think that if HPW was made to only drop weapon ammunition capacity by 25% and was allowed on shotguns it would perform a valuable role in rounding out the assembly list. It could just be a catch-all assembly that just amps up any weapon slightly, but not over-poweringly.

Note that these shotguns use physical damage, and therefore are more effective against armour than regular shotguns. That's pretty much the point of these "High Powered Shotgun" type weapons.


High Powered Shotgun
Damage:   9d3/9-27 or 8d3/8-24, falls off linearly at 7% per square
Average Damage:   18*0.93 = 16.74 or 16*0.93 = 14
Damage Type:   Physical
Accuracy:   +0
Base Fire Time:   1.0 second
Base Reload Time:   1.4 second or 1.12 second
Clip Size:   1
Ammunition:   Shotgun shells
Alternate Fire:   N/A
Alternate Reload:   N/A

High Powered Combat Shotgun
Damage:   8d3/8-24 or 7d3/6-21 -5% per square of distance linearly
Average Damage:   16*0.95 = 15.2  or  14*0.95 = 14 point blank
Damage Type:   Physical
Accuracy:   +0
Base Fire Time:   1.0 second
Base Reload Time:   Reload - 0.7 second
Pump - 0.2 second
Clip Size:   4 or 5
Ammunition:   Shotgun shells
Alternate Fire:   N/A
Alternate Reload:   Loads 5 shells at once

Damage:   (9d3)x3/27-81 or (8d3)x3/24-72, reduced linearly at 10% per square
Average Damage:   18*3*0.9=48.6 or 16*3*0.9=43.2 point blank
Damage Type:   Physical
Accuracy:   +0
Base Fire Time:   1.0 second
Base Reload Time:   2.0 seconds or 1.6 seconds
Clip Size:   2
Ammunition:   Shotgun shells
Alternate Fire:   Shoots one shell. 9d3/8d3, 1.0 firetime.
Alternate Reload:   Loads one shell.

High Powered Assault Shotgun
Damage:   8d3/8-24 or 7d3/6-21 -5% per square of distance linearly
Average Damage:   16*0.95=15.2  or  14*0.95 = 14 point blank
Damage Type: Physical
Accuracy:   +0 (Shotguns ignore accuracy completely)
Base Fire Time:   1.0 second
Base Reload Time:   0.4 second
Clip Size:   5 or 6
Ammunition:   Shotgun shells
Alternate Fire:   None
Alternate Reload:   None

The different figures separated by "or" are for whether you put the power or bulk mod on first respectively. I didn't round the figures except for ammo where appropriate.  So what do people think? They're not really that good, just a little more oommph for your shotties against armoured foes. They're not as good as plasmatic shrapnel, or a plasma shotgun vs armour (and certainly not as good as MAD) but it's a nice little bridge between these levels of killy-ness. Might actually be a little too weak really, but as a jake-of-all-trades assembly, it gives HPW a little bit more scope in what it can do.
« Last Edit: March 27, 2011, 23:21 by Sambojin »
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DeathDealer

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Re: Enhancing the High Power "weapon" assembly
« Reply #1 on: March 28, 2011, 12:49 »

What if high powered simply made each hit cause a small blast on the target (no blast radius, just the one square), adding minor extra damage (plus a little wall destroying potential) and making it somewhat more likely that an AoMr might be able to shoot through The Wall...
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