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Author Topic: Shotgun knockback effects reduced in 0.996  (Read 9329 times)

AlterAsc

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Re: Shotgun knockback effects reduced in 0.996
« Reply #15 on: March 02, 2012, 00:32 »

1/46656 i think.I also noticed either strange rolls or knockback reduction.
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The DoomRLguy

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Re: Shotgun knockback effects reduced in 0.996
« Reply #16 on: March 11, 2012, 05:42 »

Shotgun EVERYTHING has been reduced.  Formers take 3-4 shots sometimes now.
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shark20061

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Re: Shotgun knockback effects reduced in 0.996
« Reply #17 on: March 13, 2012, 09:08 »

Shotgun knockback hasn't been reduced.  What you think is a reduction in knockback you are probably mistaking as a side effect of the graphics engine being updated.  In prior versions, you would see the actual knockback step (you'd see the effect after your turn, and then see their turn after a moment).  In this version, 1 space knockback followed by them moving one space toward you will look like nothing happened.  All of this sounds like the case of some really bad luck with the random number generator.

If the formers are wearing armor (even green), and you are shooting at medium range, then yes, they could take 3-4 shots.  This is normal behavior.
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raekuul

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Re: Shotgun knockback effects reduced in 0.996
« Reply #18 on: March 13, 2012, 09:23 »

Part of the problem is that the existing (that is, as of 0.995) knockback method reduced the damage output of exploding weapons that dealt knockback, due to the fact that damage received was determined by where in the explosion they ended up, as opposed to where they were when the explosion started - meaning that if they were thrown out of the blast radius, they hardly took any damage. Big problem for Radius 1 weapons, as exploding weapons don't actually deal impact damage. Technically, this would have also affected shotguns, but with those at least the target is almost always ending up on a tile where they still take damage anyway.
« Last Edit: March 13, 2012, 09:30 by raekuul »
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