Info > Feedback and Suggestions

Sequential Ammo Combo's

<< < (2/2)

Milevan Faent:
Let's do some math to test this out. Assuming this concept was taken all the way, and (using the latest comments and changes to the concept as a basis) the numbers passed over from previous ammo types was 10% of the previous ammo, here's a list of what it would look like.


--- Quote ---Lochnager: 1 round, +125% damage, -90% rotate speed, no recoil, 250 damage to gun per shot, -60% arming time, -50% AoE

Boost: +12.5% damage, -9% rotate speed, 25 damage to gun per shot, -6% arming time, -5% AoE

Heavy Clip: No Recoil, -25% clip

Boost: 50% recoil, -2.5% clip

Incindiary: +20% fire chance, -25% projectile speed, -25% clip size, -30% RoF

Boost: +2% fire chance, -2.5% projectile speed, -2.5% clip size, -3% RoF

Burst: +50% AoE size, +20% clip size, -15% RoF

Boost: +5% AoE size, +2% clip size, -1.5% RoF

Greased:+60% RoF, +20% clip size, -15% rotate speed, -20% damage, -20% projectile speed

Boost: +6% RoF, +2% clip size, -1.5 rotate speed, -2% damage, -2% projectile speed

Lesmok: +70% projectile speed, -30% clip size, -30% rotate speed, +30% lift

Boost: +7% projectile speed, -3% clip size, -3% rotate speed, +3% lift

Heatsink: 100% fire stack gain immunity, +30% clip size, +50% rotate speed, -17% damage, -20% projectile speed

Boost: +50% reduction to chance of gaining a fire stack, +3% clip size, +5% rotate speed, -1.7% damage, -2% projectile speed

Charged: +30% damage, -25% RoF, -20% clip size

Boost: +3% damage, -2.5% RoF, -2% clip size
--- End quote ---

That all said, let's look at what happens when this is applied to a gun. As I have an artemis in my Wilson's Notes I'll be using that for this example.

First the basics, unmodified.


--- Quote ---Artemis

Direct Damage: 70 Explosive

Burst Damage: 120 Shatter

RoF: 0.63

Magazine Size: 4

Projectile Speed: 575m/s

Range: 1334m

Horizontal Arc: 65/65

Vertical Arc: 10/35
--- End quote ---

Now, lets try Charged chained into Burst, which means:

Burst: +50% AoE size (I don't have numbers for this, so I can't add it in), +20% clip size, -15% RoF

Boost: +3% damage, -2.5% RoF, -2% clip size


--- Quote ---Artemis

Direct Damage: 72.1 Explosive

Burst Damage: 123.6 Shatter

RoF: 0.51975

Magazine Size: 5

Projectile Speed: 575m/s

Range: 1334m

Horizontal Arc: 65/65

Vertical Arc: 10/35
--- End quote ---

Using this example, the change is relatively small, almost not worth even noting. Now, lets try adding Charged to Lochnager instead.

Charged: +30% damage, -25% RoF, -20% clip size

Boost: +12.5% damage, -9% rotate speed, 25 damage to gun per shot, -6% arming time, -5% AoE



--- Quote ---Artemis

Direct Damage: 99.75 Explosive

Burst Damage: 171 Shatter

RoF: 0.4725

Magazine Size: 3

Projectile Speed: 575m/s

Range: 1334m

Horizontal Arc: 65/65

Vertical Arc: 10/35
--- End quote ---

This is a significantly larger improvement, along with a signifiantly more noticable downside. It's... actually not really broken, surprisingly. Yes, I'd do a lot more damage, but my gun will probably be broken afterward, and suddenly, Lochnager is worth using on more guns (sort of). Admittedly, this is the best damage combo you could get, but it's not so good for a prolonged fight against an enemy that can take it.

Looking at it all like this though, some combinations are obviously better than others. You'd barely get anything out of the more normal ammo types. Incindiary, Burst, Greased, Lesmok, and Charged are all worth a lot less. Not sure how to fix that without making it more complicated yet, but maybe someone else can think of something that doesn't overcomplicate such a system.

Thomas:
Lochnagar is a bit of an odd ammo type. Not sure how it would carry over. My initial concept was for a single attribute to carry over. Burst increases the aoe, greased the rate of fire, incendiary is chance of fire, charged is damage, heatsink is clip size, lesmok is projectile speed, heavy is recoil. Lochnagar would probably be arming time if I had to pick a single attribute.

Using a fraction of all the ammo's attributes isn't a bad idea, but it can get a little messy, and a lot of follow ups can actually be worse off. Such as when you combine ammo's that reduce the clip size and fire rate (incendiary and charged?). Having just a small bit from that ammo's signature improvement makes it a little messy and ensures that it's always a small improvement without having to worry about the additional reductions.

The Djinn:
I have a few concerns about this idea, sadly.

The first is the burden of knowledge: this adds a lot of complexity to the ammo system, for a reward that I'm not convinced is that great.

The second is the ability of other players to mess up your plans by reloading your guns with poor ammo types: you're effectively tied to the effects of a previous ammo, which will now potentially mess up your NEXT clip as well. Further we have to complicate the UI to display the current ammo as well as whatever boosts it is currently undergoing.

Interesting idea, definitely...but I don't think the benefits are currently worth the troubles associated with the concept.

Navigation

[0] Message Index

[*] Previous page

Go to full version