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[PR] Pod shotgun uses ammo
#9
I like Frank Stein's suggestion. Either that or changing the shotgun buckshot to a new one that does less knockback. To me, the pod shotgun used to be good damage with unlimited ammo balanced by the general clunkiness of pod/sub aiming, but after buckshot got buffed to cause knockback/stun at greater ranges, it tipped over to overpowered and now it's a problem. So possible solutions are to reduce that knockback or decrease fire rate, so there's less possibility of getting hit by these shots.

(Alternatively, one could lock it behind the vendor, perhaps as a part of a "Tanker" loadout. But I'd rather have some additions to pod combat first, like tasers disabling systems, systems needing a fair bit of time to come online rather than coming on instantly, energy bullets doing increased damage against pods, kinetic bullets being able to destroy a cockpit window and cause the driver to suffer effects as well as their pod.)
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[PR] Pod shotgun uses ammo - by github_bot - 10-08-2020, 02:49 PM
RE: [PR] Pod shotgun uses ammo - by KikiMofo - 10-08-2020, 03:50 PM
RE: [PR] Pod shotgun uses ammo - by Mouse - 10-08-2020, 07:51 PM
RE: [PR] Pod shotgun uses ammo - by Frank_Stein - 10-09-2020, 03:57 AM
RE: [PR] Pod shotgun uses ammo - by Wisecrack34 - 10-08-2020, 07:41 PM
RE: [PR] Pod shotgun uses ammo - by KikiMofo - 10-09-2020, 11:55 AM
RE: [PR] Pod shotgun uses ammo - by Drago156 - 10-10-2020, 07:58 PM
RE: [PR] Pod shotgun uses ammo - by Frank_Stein - 10-10-2020, 08:15 PM
RE: [PR] Pod shotgun uses ammo - by Studenterhue - 10-10-2020, 10:50 PM

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