Posts: 433
Threads: 432
Joined: Aug 2020
03-14-2021, 07:43 AM
(This post was last modified: 03-29-2021, 11:43 AM by github_bot. Edited 5 times in total.)
PULL REQUEST DETAILS
[BALANCE][INPUT]
About the PR
Rebalances kinetic firearm melee in the range of 6-15 damage.
Why's this needed?
Some weapons were weird outliers doing 30 damage, others were doing less than a punch.
Now weapons are mostly standardised to:
Pistol: 6 damage (punch equivalent)
Revolver/SMG: 8 damage
Two handed: 12 damage
Real Big Stuff : 15 damage
Changelog
Code:
changelog
(u)Flappybat
(*)Rebalanced firearm melee damage
PULL REQUEST DETAILS
Posts: 213
Threads: 23
Joined: Jul 2020
BYOND Username: Drewmajor11
Character Name: Echo Five
AK was scary with 30 blunt damage man, I could literally beat a space yeti or bear to death with it instead of even bothering to shoot it, I support these being more consistent. The AK could literally crit someone in like 3-4 hits if they were low or not armored.
Posts: 68
Threads: 1
Joined: Nov 2020
BYOND Username: rando212
Character Name: zack beyak
As well as things like a 1 handed spes-12 doing 18 damage for some reason while a 2 handed pulse rifle does 5 i think this change is good.
Posts: 2,686
Threads: 33
Joined: Nov 2013
BYOND Username: KikiMofo
You have to think of the rarity of the ammo as well for how strong they are.
Posts: 5,773
Threads: 304
Joined: May 2014
(03-14-2021, 10:47 AM)KikiMofo Wrote: You have to think of the rarity of the ammo as well for how strong they are.
See, I feel like that should be related to only the projectile damage. Melee damage should be consistent with expectations. If we want to increase melee damage a weapon does, it's design should reflect that.
For instance, guns with bayonets
Posts: 2,686
Threads: 33
Joined: Nov 2013
BYOND Username: KikiMofo
Ohh shit.
My bad Frank. I completely blanked on the title of the thread saying MELEE. Ignore what I said. This is probably a good PR.