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Author Topic: Nuclear Plasma Shotgun  (Read 9078 times)

Creepy

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Re: Nuclear Plasma Shotgun
« Reply #15 on: April 25, 2012, 09:27 »

Blaster says nothing about being nuclear, just self-recharging. You can't make it melt down either.
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Ander Hammer

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Re: Nuclear Plasma Shotgun
« Reply #16 on: April 25, 2012, 10:35 »

A shotgun that shoots using energy doesn't feel wrong, but one whose batteries are rechargeable does?

I don't really see a problem with this. Would it be unbalancing or uninteresting to revoke the shotgun's odd-one-out status here and add a recharging exotic?
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pacmanus

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Re: Nuclear Plasma Shotgun
« Reply #17 on: April 25, 2012, 11:17 »

2Klear
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« Last Edit: April 25, 2012, 11:18 by pacmanus »
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pacmanus

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Re: Nuclear Plasma Shotgun
« Reply #18 on: May 11, 2012, 03:46 »

I want to revive the debate about if it is possible to implement in the game of nuclear analogues of plasma shotguns. And I say - Yes!
Everything is possible! Especially when the technology then perfect balance with magic.
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Game Hunter

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Re: Nuclear Plasma Shotgun
« Reply #19 on: May 11, 2012, 07:43 »

This is probably how I would implement a "nuclear" shotgun:
Code: [Select]
nuclear shotgun (exotic)
Damage: 7d3 (plasma, "normal" shotgun type)
Fire time: 1.2s
Clip size: 5
Regen delay: 4
Regen amount: 1
Increased fire time because one has to be super careful about handling sharp recoil on a weapon with a nuclear reactor. I think these stats are "fair" (especially because you can just super-mod it to ridiculousness anyway): note that this would quite likely replace the plasma shotgun altogether, since I don't think it's necessary to have two exotic plasma-based shotties.
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pacmanus

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Re: Nuclear Plasma Shotgun
« Reply #20 on: May 11, 2012, 09:17 »

My vision
----
nuclear plasma shotgun (exotic)
Damage: 8d3 (plasma, "automatic" shotgun type)
Fire time: 1.3s
Clip size: 20 (consumes 5 per shot) [4 shots only per one charge]
Regen delay: 3
Regen amount: 2

or maybe some other design
« Last Edit: May 11, 2012, 09:18 by pacmanus »
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Re: Nuclear Plasma Shotgun
« Reply #21 on: May 11, 2012, 09:27 »

Damage: 8d3 (plasma, "automatic" shotgun type)
Shotgun type refers to the shotgun projectile (go here for info). There's basically three ranges: normal (i.e., shotgun), wide (i.e., double) and focused (i.e., combat): the fourth "plasma" is specifically for the plasma shotgun, but I always considered it overpowered, doubly so if we make the gun regenerate, so it wouldn't be used on this weapon.

I'd rather the damage stay in the lower range (possibly even 6d3) because of plasma's ability to cut through armor. Unfortunately shotguns are always hard to balance, because they're a very easy weapon to exploit.
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pacmanus

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Re: Nuclear Plasma Shotgun
« Reply #22 on: May 11, 2012, 09:34 »

Sorry - not informed, or lazy :p
OK plasma like ammo - normal as shotgun - and redused stats to 6d3 - or less.
5 ammo per shot - 20 clip size.
fire time - more than 1.2sec.

I'm a Scout not a Technician =)
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AlterAsc

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Re: Nuclear Plasma Shotgun
« Reply #23 on: May 11, 2012, 10:46 »

If it's going to be plasma knockback would be achieved only with 12 damage?Or would it be special?
And making fire time even more than 1.2s AND 7(6)d3 damage?1.2s is quite okay i think.

By the way what is current regen speed of blaster?IIrc it's 1 after delay of 4?If that's true maybe increase it a bit somehow?
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pacmanus

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Re: Nuclear Plasma Shotgun
« Reply #24 on: May 12, 2012, 22:34 »

from wiki - The blaster regenerates 1 ammo on each actions.
And for nuclear plasma shotty - must be reduced speed of reload, of course.
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AlterAsc

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Re: Nuclear Plasma Shotgun
« Reply #25 on: May 12, 2012, 23:02 »

Wiki has outdated information on some topics.
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