[quote=“INF3RN0;7281”]When it comes to weapon/ability balance here’s my 2cents… bear in mind I’m considering general consistency amongst weapons/abilities and how they scale across the skill gap, as well as ignoring any general mechanics or real life functionality.
Shotguns:
Quadratic damage curve based on pellet % hit, for example 6 pellets total would deal increasing damage at a quadratic rate based on total % of pellets landed 2, 4, 8, 32, 64, 128. Headshots required for max damage, otherwise halved for body shots. Effective range and fire rate can be tweaked for balance purposes.
Grenade Launcher:
Triggered air-bursting mechanic, where in alt fire allows the grenade to be triggered mid-air. Highly reduced AoE per nade @ 40dmg per. Non-triggered direct hits result in 2.5x MP for both damage and AoE.
Minigun:
Extreme but predictable recoil on both the X and Y axis. Significant spread reduction while immobile.
K121:
Increased vertical recoil by 10% in hipfire and 5% in IS.
BR16:
Increased vertical recoil between bursts by 15%.
Healing Station:
Emits a non-interruptable healing pulse every 6-8 seconds.
Frag Grenades:
AoE is reduced the longer the grenade is cooked.
Mines:
Mines require an additional manual arm interaction to deal full damage, otherwise only dealing 50% capacity.
Turrets:
Turrets require an additional manual arm interaction to reach full HP, otherwise function at 50% capacity.
Sticky nades:
Sticky nades have a 5s arming time before becoming triggerable. Stuck players have a 3s animation to remove sticky mines from their person.[/quote]
i like everything, but shotgun thoughts.
non-linear dependance in dmg vs pellets will increase frustration even more.
i think that with shotgun you only need 2 parameters for balance dmg and distance
- spread cone
- number of pellets (the more pellets you have - the more consistent damage will be)
i do not even think that fall-off damage is necessary (mb for only very long distances)
because spread cone already does this falloff damage thingy - you cannot hit more than 1-2 pellets at long range.
something needs to be very simple to actually work properly.
quakelive has now this kind of shotgun damage pattern.
some time ago they used inner and outer circle
there are 2 ways to deal with those circles
- inner pellets do more damage (i do not like this - leads to inconsistency)
- more density for inner pellets (i like this more)
to sum it up.
-shotguns need to be simple weapons in balancing. no need to overcomplexification the system
-pellet pattern can be full random or be more or less normalised (inner cirlce has more pellets - so ppl will have to aim). full random will lead to very consistent feel, but will demad less aiming. normalised distribution (inner circle) can lead to shotgun sniping - need to be carefull in this.