As a game developer how do you approach this issue? Should you make each pellet stronger? Should you measure damage radially? pellet patterns? % of crosshair covered?
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As a game developer how do you approach this issue? Should you make each pellet stronger? Should you measure damage radially? pellet patterns? % of crosshair covered?
CRIME Shirt $21.68 |
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Nerf female characters or give away the IDs of players who play female to your military recruiters so they get to be prioritized.
Random spread and unrealistic range is the balance. I never understand that argument. The balance is that it's high damage and high risk to deal a close up meatshot or you leave it down to chance whether or not you're dealing chip damage or better.
>you need rng to balance shotguns having shit range isn't enough
absolute moron. have a nice day.
In a game I did I made it somewhat similar.
The middle shot would always hit in the middle but the other ones would be random inside their little spaces, like if it was a 3x3 tile the bullet could land anywhere inside its tile. I think it brings some random to it while having consistency
I don't normally play online shooters.(Haven't played one since Halo 3) But why wouldn't you just create a radius that begins at the barrel of the gun. Then as the radius projects down the distance your fired, it grows. And pellets are scattered semi-randomly. In order to reduce some of the randomness, you assign each pellet a zone. That way, you won't get complete dead zones by randomness. And a center zone ensures that at least one pellet will hit, unless your aim is REALLY off, and you get REALLY unlucky.
I illustrated it with only 9 pellets. But it might be better to add a denser amount of pellets, so the damage done will have a finer "grain" to it. That way, it will have more variable damage. Rather than either doing a shitload or doing nothing.
what issue?
What the frick is "this issue"?
sir this is an image board
Ok but what's the issue? Give context for the image
man shoot 9 damage man shoot 233 damage
if you cant understand it idk if I want ur opinion
Just remove shotguns entirely. They cannot be balanced and they were never MEANT to be balanced. Reminder that man has tried to ban 2 weapons IN REAL LIFE: The Crossbow and The Trenchgun (The mother fricking SHOTGUN)
Man has tried to ban a lot more than 2, moron. Gas, incendiary, laser, cluster, mines, etc.
Fixed weapon spread
At least 1 pellet dead center
It's not complicated
Killing Floor figured out video game shotgun long time ago.
Yeah, remove the PvP Element.
Why not just make the bullets deal fixed damage but have varying lifetimes.
just give everyone 1 hp
if more games had good armor systems, shotguns wouldn't need to be stupidly nerfed
quake 3's shotgun is perfect
Accept the shotgun is OP.
this, it's just the best thing you can use up close because you're firing like a hundred bullets in one shot. if you're not okay with this then don't have a shotgun at all
Create 3 or 4 layers of circles, have a random number of pellets in each one in random positions. Have outer pellets do less damage than inner pellets. Possibly put a max damage such as not able to do more than X damage if half the pellets hit the target to remove melee range blasts, or have it scale damage down with each additional pellet that hits the target.
More pellets = more entities = more server strain
The thing is you can possibly end up with just a line unless you have something to take into account to spread them somewhat evenly
Or just don't care, you either go random, psuedo random, or don't. You might as well not go random at all if that's your concern and make each pellet have its own properties/etc like I mentioned. You could even randomly spin the wheel of pellets for variance, or give each pellet a tiny bit of randomness of it's own circle if consistency is actually a concern. Seems like a lot of effort for aesthetics which aren't even realistic anyway
Have all the shotguns loaded with slug rounds
Embrace the OPness
>mfw spewing blasts of pure FRICK YOU that pierce through entire crowds and send them flying with significant force
Rangers lead the FRICKING way
Why is the guy on the right taking any damage at all, let alone a grievous amount?
Most shooters have very short effective range for shotguns because most shooters have fairly small maps where firefights don't take place at ranges where the differences between weapons would become readily apparent.
Can someone explain what’s going on with the image? Is the guy shooting the air doing the high damage or is he doing only 9 damage? It looks like the guy on the left is receiving 9 damage since he’s making that weird facial expression.
>shotguns must be random
why? midwits repeat this in every shotgun thread but never explain why
Because some (all) pellet configurations are semi-random in real life.
In real life the spread is tight enough that the pattern won't be readily apparent under 50m, which is past the range most firefights in non-milsim shooters take place at be unless you're using a sniper.
you already threw out realism when you make shotguns have 10ft of effective range you stupid Black person
Frick balance. Do shotguns justice, and if everybody ends up using them, so be it.
>waaaaah why are swords not viable when guns exist? Nerf guns, nerf them waaaah!
I am so sick and tired of having shitty ineffective shotguns in all games because some idiots want their moronic special snowflake that specializes in potato launchers to be on par with the rest of the weapons.
i like this take honestly, everyone uses assault rifles, games would be better if everyone used shotguns
make maps like bad company 2 and shotguns would be much worse due to map size and other guns able to actually perform.
Also videogames often let people run around like worming super soldiers where in real life you'd just spray them with rifle fire and they'd die instantly.
Talking about balance is moronic when you can hit a man in the chest with a pistol 3 times and he can fly towards you and kill you with a melee shotgun
The shotguns in Insurgency actually act like real shotguns, they're very fun to use. Insurgency has body armor as a mechanic, so they balance out by having shit penetration unless you use slugs
You can one pump anyone with any shotgun with flechette at decent range, the only reason people don't use shotguns more in it is because there's no semiauto mag fed ones
Sure; then just properly (realistically) implement armor, camouflage, other guns, and damage modeling which are the counter plays irl. I'm on board.
Insurgency does this.
>stuck in insurgency
Honestly the worst part about insurgency's balance system. And the limited attachments/point buy system. Because somehow carrying a suppressor is weighted the same as heavy armor.
I want it, but no one will ever do it in a game I actually want to play.
>Get told that the shotgun is the worst weapon in Doom 3
>play the game
>it's the most fun weapon by far if you use it the right way by charging up to demons and putting the muzzle in their mouth
the problem is when you need to do lag compensation + interpolation + multiple ray casts and calculate the result in a manner that is fair for everyone involved.
answer is i dunno.
heavy play testing across different latencies to come up with a fancy dynamic compensation system or something. maybe instead of rays you use thin cylinders, though that may cause performance issues.
Or maybe a cone and adjust the damage for how much of the receiver hitbox is exposed + distance falloff to simulate multiple pellets. Then fake the bullet holes. Makes lag compensation easier.
Add slugs and let you 1shot people from 50 yards away like real life