Ishantil Posted August 18, 2013 Share Posted August 18, 2013 So I modded the shotguns to have 9 (vice 3) pellets. Feels right to me. Quote Link to comment Share on other sites More sharing options...
a333 Posted August 18, 2013 Share Posted August 18, 2013 (edited) I've stopped on five pellets and reducing damage to 15. For the base shotgun most of the time that's enough to kill any non-combatant with one shot upclose, and even sebillian guards can be shredded to pieces with couple of shots. If you will be able to get so close, that is. Edited August 18, 2013 by a333 Quote Link to comment Share on other sites More sharing options...
Josip Broz Tito Posted August 18, 2013 Share Posted August 18, 2013 Do the 9 pellets make up-close kills worth it now? As in, does it kill them dead in mostly one-2 shots? Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted August 18, 2013 Share Posted August 18, 2013 I'd prefer more than 3 pellets, even if each pellet had it's damage turned down. It'd look cooler, and offer more incentive to be really close to avoid spraying on either side of the target. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted August 18, 2013 Author Share Posted August 18, 2013 (edited) How do you mod the damage each one does? I wasn't able to figure out what determines the damage per pellet... EDIT: Nevermind, it was right in front of me. <Ammos> <Ammo name="ammo.ballistic.shotgun" type="kinetic" [b]damage="20"[/b] mitigation="0"> <Projectile spectre="projectiles/bullet/bullet" speed="1200"/> <Impact spectre="particles/bulletplume/bulletplume"/> </Ammo> </Ammos> Edited August 18, 2013 by Ishantil Quote Link to comment Share on other sites More sharing options...
a333 Posted August 19, 2013 Share Posted August 19, 2013 I'd prefer more than 3 pellets, even if each pellet had it's damage turned down. It'd look cooler, and offer more incentive to be really close to avoid spraying on either side of the target. It is cool enough to bring at least one shotgun with you even after sebillians. And that feeling when you shoot someone from the distance and random generator smiles to you and all pellets are flying in a tight spread...mmm. Now if only Chris would say something about moving pellets count to ammo parameters it would be wonderful. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted August 19, 2013 Share Posted August 19, 2013 It is cool enough to bring at least one shotgun with you even after sebillians. And that feeling when you shoot someone from the distance and random generator smiles to you and all pellets are flying in a tight spread...mmm.Now if only Chris would say something about moving pellets count to ammo parameters it would be wonderful. They seem to do a lot more damage at close range than an AR based on my UFO clearing ops. One shot kills on Ceasan blue shirts. My shotgun guy took out two blue shirts and wounded two more in one op. Quote Link to comment Share on other sites More sharing options...
a333 Posted August 19, 2013 Share Posted August 19, 2013 They seem to do a lot more damage at close range than an AR based on my UFO clearing ops. One shot kills on Ceasan blue shirts. My shotgun guy took out two blue shirts and wounded two more in one op. Do you use unmodified three-pellet? Quote Link to comment Share on other sites More sharing options...
StellarRat Posted August 19, 2013 Share Posted August 19, 2013 Do you use unmodified three-pellet?Yep. But he was INSIDE a UFO. They really seem to hurt at room clearing ranges. Outside, I'm usually just wounding. Also, my shotgunner is a pretty good marksman, 65 accuracy. He was one shotting blue shirts at 1 - 4 tiles.They're way better than the old version in all situations IMO. Quote Link to comment Share on other sites More sharing options...
Chris Posted August 19, 2013 Share Posted August 19, 2013 a333 - hmmm, moving that logic to the ammunition would mean we'd need to set separate shot / ammo consumption values for burst and single fire in the ammo, as well as setting accuracy and TU consumption for the weapon for single and burst fire separately. I think it might make the XML a bit convoluted, no? Quote Link to comment Share on other sites More sharing options...
a333 Posted August 19, 2013 Share Posted August 19, 2013 we'd need to set separate shot / ammo consumption values for burst and single fire in the ammo Why so? just multiply count of bullets generated by ammunition by the count of shots in the burst fire, which you already have. as well as setting accuracy and TU consumption for the weapon for single and burst fire separately. Once again, you've already done that: <Weapon name="weapon.laserrifle" bulletType="normal" emptySound="Empty Click 1"> <props range="20" hands="2" recoil="0" weight="6" isHeavy="0" clipSize="9" reloadAPCost="30" reloadSound="Weapon Laser Rifle Reload" reactionModifier="1" hpLimit="80"/> <SingleShot sound="Weapon Laser Rifle Single" delay="1" suppressionValue="20" suppressionRadius="3"> <Set1 ap="20" accuracy="40" /> <Set2 ap="30" accuracy="90" /> <Set3 ap="40" accuracy="120" /> </SingleShot> <BurstFire ap="40" accuracy="30" sound="Weapon Laser Rifle Burst" shotCount="3" delay="1" burstdelay="0.1" suppressionValue="40" suppressionRadius="3" /> <GUIImage name="gui/weapons/LaserRifle.png"/> <GroundImage name="grounditemimages/assault_rifle.png"/> <Ammos> <Ammo name="ammo.laser.lasercell" type="energy" damage="45" mitigation="15"> <Projectile spectre="projectiles/laser/laser" speed="2000"/> <Impact spectre="particles/laserexplode/laserexplode"/> </Ammo> </Ammos></Weapon> Burst and single have separated accuracy/tu costs I just wanted the ammo element to have additional parameter "projectileCount": <Ammos><Ammo name="ammo.laser.lasercell" type="energy" damage="45" mitigation="15" projectileCount="3">...</Ammos> And you can take accuracy and tu's from the fire mode presets. Quote Link to comment Share on other sites More sharing options...
Chris Posted August 19, 2013 Share Posted August 19, 2013 Yeah, but surely single and burst shot will fire different amounts of projectiles? Quote Link to comment Share on other sites More sharing options...
a333 Posted August 19, 2013 Share Posted August 19, 2013 Single shot will fire 1xpelletCount projectiles, burst shot will fire shotCountxpelletCount projectiles, where first is the parameter of fire mode (e.g. 3 on assaul rifle burst, 5 on machinegun burst), and second is the parameter of ammo (1 for slug, 3-5-whatever for buckshot). Single shot will consume 1 shell, while burst shot will consume shotCount. I believe you've already have all the needed mechanics implemented, since you can fire 3 projectiles from a shotgun but it consumes only 1 shell. So you as well can take this number (3) from an ammo parameters, not from the fire mode where is it now. In fact, having this structure: <singleShot shotCount="3"> is confusing too. Quote Link to comment Share on other sites More sharing options...
Ishantil Posted August 19, 2013 Author Share Posted August 19, 2013 Are you trying to create an automatic shotgun like an AA12 or a SAIGA? Because that's what it sounds like. Quote Link to comment Share on other sites More sharing options...
a333 Posted August 19, 2013 Share Posted August 19, 2013 Auto shotguns, rocket salvos, slug ammunition and a little wish to make things a bit more logical. Quote Link to comment Share on other sites More sharing options...
Chris Posted August 19, 2013 Share Posted August 19, 2013 I'm not sure having the additional "pelletcount" as well as "shotcount" makes things more intuitive necessarily, but what you've suggested could work. Probably a better idea is having a singleshotcount and a burstshotcount tag. Either way, it could be done. It's not that high on our list of priorities at the moment though if I'm honest. Quote Link to comment Share on other sites More sharing options...
a333 Posted August 19, 2013 Share Posted August 19, 2013 Surely it's not. I've never insisted on something right here and right now. Thanks for considering the possibility. Good luck with preparing the stable release. Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted August 19, 2013 Share Posted August 19, 2013 I support the idea; rocket salvos would be awesome. Quote Link to comment Share on other sites More sharing options...
a333 Posted August 19, 2013 Share Posted August 19, 2013 And even greater will be if the rockets would support that slightly wandering randomized trajectory...ahh the dreams. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted August 19, 2013 Share Posted August 19, 2013 Oh fine. You want a Katushaka!?!? LOL! Might be OP! But very cool! Quote Link to comment Share on other sites More sharing options...
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