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/vr/ - Retro Games

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>> No.4665783 [View]
File: 17 KB, 480x285, loading with malicious intent.jpg [View same] [iqdb] [saucenao] [google]
4665783

>>4665750
Ive never liked it, its OP and if I wanted a railgun id want it to shoot perfectly straight. I do like the spread but monsters are alot wider than their sprite suggests. And yeah shotguns can spread that much if you have an optimum spreader choke on it.
> I like This alot better because it generates alot more blood when I shoot enemies, even if they dont get splattered
> Seeing a zombie trooper get bloodied all over then do the twirl-die animation is almost cringe realistic - and gave me some relief ironically.

>>4665745
>>4665753
Holy crap that looks good.

>> No.4659608 [View]
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4659608

>>4659606
>>4659542
> I want to sperm so deep

>>4659512
Also got this idea for shotguns to have abstract damage, kinda like in an ttrpg.
> Fire 1 pellet that causes "BigShotgunDamage" type
> Fire 1 pellet that causes 1d3 x 10 damage
> Fire 6 crap pellets that only cause 4 damage each.

Any monster that gets hit with the "BigShotgunDamage" type will suffer a certain amount of damage as determined by its painstate for that.

Also to prevent monsters being 100% chance fazed each time by such checks you give the monster a token or maybe two kinds of tokens during its attack phase that says "im attacking now" so that if they're hit with a 100% chance painstate damage type, that painstate will automatically send it back to its attack routine instead of going back to the standard chase states.
> it might twitch while attacking but this wont really save you from their attack
> it could still percent chance divert to the regular painstate after it does its thing so that it has an honest chance to stun it

So out of 70 damage, you have 24 guaranteed from the 6 pellets designed for stunning and making puffs on the wall. Another 10-30 from the 2nd pellet that is fired which provides some randomness. The primary pellet could also just cause 4 damage (we're up to 48) so then the monster would probably take about another 22 damage during their painstate for it.

Then again for Zombies this doesnt really matter so much so they might not even need this help (full blast will put down a shotgun sergeant, it will put down 2 zombie troopers). Also since Chaingun guys should take 2 blasts to kill it could also be left alone for them so that you have to hit them with two full blasts to kill them (38-58 damage per blast if all of them connect, but even if they dont all hit due to the 10-30 point variant you could still kill it in 2 shots).

>> No.4646979 [View]
File: 17 KB, 480x285, loadsgun.jpg [View same] [iqdb] [saucenao] [google]
4646979

how to save doom:

we find some way to get graf and mark to kill eachother

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