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>> No.5110101 [View]
File: 273 KB, 668x489, ive got this new TERMINATOR shotgun.jpg [View same] [iqdb] [saucenao] [google]
5110101

>>5103980
>>5104004
>>5104008
>>5104013
>>5104757
>>5110071
The main issue I think is that there was no Damage Typing considerations done in the iD games for a long time. Or in general the FPS games of that era. They were pretty damn simple in that regard.

For example the Shotgun does almost as much damage as the Rocket Launcher verses the Cyber and Spider bosses. These dont take damage from any explosions so the 20 dice of projectile damage is the only damage they take from a rocket, which over the large number of hits it takes only averages out to about 90 points. The Shotgun does 70 and is alot easier to use defensively than the RL.

Why should the Shotgun do much if any damage to one of these beasts when its a superficially damaging (as in, not much penetration) anti-personnel weapon and these creatures are Large Vehicular style enemies which should require anti-armor weapons to take out?

Damage Typing makes sense here, since they dont take the splash damage they should take double damage from rockets since thats the weapon designed to kill them (which gives an excuse to lower the fire rate on the RL too). While making them take Half damage or less from all bullet and shotgun weapons. Energy weapons are also designed to kill them, so those just stay as they are.

Its also known that a Point Blank hit from a shotgun is alot deadlier than being hit at a distance, even if all the pellets still connect. So another consideration that could've been made is measuring how far away the enemy is from the shooter. If they're up close make the pellets do the default damage, but if they're farther than 256 map units lower the hitscan dice multiplier by 1 (1d3x4), and at 512 units or further lower it by 1 again (1d3x3).
> So if you shot a Mancubus at a distance and hit will all the pellets you only do 56 or 42 damage instead of 70.
Its not hard to do this stuff even back in 1994 or 1995... just check out the kinda mad calculations going on in XCom. They were just lazy.

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