Open ghost opened 1 year ago
Am i missing something? How is this different from the newly added season 11 gyrojet weapon, which deals low damage up close, high damage far away?
A. I honestly didn't know the thing did more damage per distance, I thought it only accelerated.
B. It is quite different because it accelerates at the same rate, and the damage is random, and not linear like the micro rocket launcher thingy sniper. You might deal 20 damage from a shot hit 10 blocks away, and you might also do only 3 damage from a shot hit from 15 blocks away.
I feel like "damage is completely random depending on distance" is a rather frustrating feature
Well it is just as rewarding as it is frustrating. Besides, the randomness isn't exactly random, it is set as soon as the gun is released. So, it will always do a certain amount of damage at a certain range, no matter the game. Hitting someone close could be beneficial, while hitting them at far may not.
With the gyrojet (low damage CQC, high damage at range) and with most other weapons (full damage CQC, damage falloff at range) there isn't a need to position yourself and the enemy at exactly the right range - you always gain damage by going further away (gyrojet) or closer (most weapons). With this weapon, the way you described it, it does sound like unless you perfectly place both players at the right distance, the weapon will suck.
Worst of all, although it has no randomness, it will feel unreliable and random. There are limits as to what a human player can see, mentally process, and execute. And i suspect his weapon would be just slightly beyond that.
Well, okay. Ultimately it boils down to how wide the "bands" of damage are. If each band is a single square wide, then good luck actually placing that band over the enemy reliably. If the band is 5+ squares wide, i suppose it could be done.
Also, do the bands of damage get rendered? I recall we discussed this in battledudes main discord before, it was a point of contention - do we draw circles around the user representing where the damage is high, where it is low?
Copy from HS Has 5 shots per round
Damage works on how far you hit an enemy. So for instance, if I use this sniper to hit someone, and by bullet hits them while only traveling 2 blocks in distance, the damage will be pitifully low. Each amount in distance (in blocks) has a different type of effect for damage, when the shot hits an enemy. At 15 blocks, it might do damage worth a single AR shot, while at 20 it may do massive amounts of AOE damage (grenade explosion). Perhaps a perk could be added to make this randomness more in your favor, in terms of damage.
The variables for the amounts of damage depending on the distance will be set permanently. So if you hit someone from 2 blocks away, they always will take the same amount of damage as is determined.
Now I don't encourage making different damage values for every single block, it would be more reasonable to make it based on ranges, such as setting a specific damage value for a range of 5 blocks.