Open BurntWaffleCake opened 1 year ago
Do we have an Idea for how we are going to balance the shotgun? Are we doing it based on damage per shell or a range randomizer? Where if the character is in a certain range it will randomly choose a damage value between 2 set values?
I think that the shotgun should be signifigantly slower that any other weapon, and have it do damage. That said, we don't know how it is compared to other weapons yet, so we need to start developing it soon.
How many pellets would the shotgun shoot should also be in consideration. Because we want something that looks like a shotgun spread, but we don't want it to do too much damage. However, we could have a visual ray of pellets and the damaging ray would be less than the actual number of pellets.
Shotgun implementation: Shotgun will have limited range and will shoot out a multitude of bullets in a random spread.
Spread types include:
Shotguns need to be balanced enough to overpower high fire rate or high damage guns so that they have an advantage in close-range use.
Pumping and/or bolting animations of the weapon will be included in the fire animation to ease use in development.