[Chaos] Accatran Shotgun v.1.41
-
hadet.sonnenkern
- Site Admin
- Posts: 240
- Joined: Sat Dec 24, 2016 7:19 am
[Chaos] Accatran Shotgun v.1.41
Inferno Slug Effect looks REALLY GAY, and operates like a flamethrower instead of dragon's breath rounds, It's REALLY GAY!
We want the old effect back and functionality back, it looks REALLY GAY right now.
I'm putting it up for a vote to make my point
We want the old effect back and functionality back, it looks REALLY GAY right now.
I'm putting it up for a vote to make my point
- edvardschnitz
- Militia
- Posts: 29
- Joined: Wed Mar 28, 2018 7:32 pm
Re: [Chaos] Accatran Shotgun v.1.41
i agree, its pretty gay
Re: [Chaos] Accatran Shotgun v.1.41
Shut up Eddy
- tyro.gutter
- Lord
- Posts: 335
- Joined: Sat Dec 24, 2016 7:27 am
Re: [Chaos] Accatran Shotgun v.1.41
The shotgun was a lot more useful when it had its old functionality, but it was also the undisputed best AT weapon at the time. You had, what, 8 shells with 15 AT each as fast as you could click- you could throw 120 Damage across a sim incredibly fast.
The inferno shots needed the nerf, but the current functionality is balls. But we don't have very good ways of dealing with armor unless we get into close range.
Let's add the old functionality and have it do no damage on impact, but leave tiny balls of fire that deal 10 AT over time? That way it remains a GOOD anti-deployable weapon (which is where we need it most) but also it can't just shit on vehicles and render the rocket launcher worthless. This way it is able to kill small deployables but barricades still need to be neutralized by massing firepower. However, the issue here is the shotgun is still able to pour more AT at long range and more quickly than a krak rocket.
I think the best solution may lie in buffing the krak rocket on top of that so we don't run into balancing issues with the shotgun. A potential solution might be to scale up a krak rocket's damage in proportion to the distance it travels so that it rewards good accuracy and we can use it to kill from a distance. Cap it at 250M so we can't snipe fleetships with it. This can discourage the shotgun's use at long-range and give us a counter to big gay walls and bullet hose tanks hiding across sims. What do you guys think of that?
The inferno shots needed the nerf, but the current functionality is balls. But we don't have very good ways of dealing with armor unless we get into close range.
Let's add the old functionality and have it do no damage on impact, but leave tiny balls of fire that deal 10 AT over time? That way it remains a GOOD anti-deployable weapon (which is where we need it most) but also it can't just shit on vehicles and render the rocket launcher worthless. This way it is able to kill small deployables but barricades still need to be neutralized by massing firepower. However, the issue here is the shotgun is still able to pour more AT at long range and more quickly than a krak rocket.
I think the best solution may lie in buffing the krak rocket on top of that so we don't run into balancing issues with the shotgun. A potential solution might be to scale up a krak rocket's damage in proportion to the distance it travels so that it rewards good accuracy and we can use it to kill from a distance. Cap it at 250M so we can't snipe fleetships with it. This can discourage the shotgun's use at long-range and give us a counter to big gay walls and bullet hose tanks hiding across sims. What do you guys think of that?
-
hadet.sonnenkern
- Site Admin
- Posts: 240
- Joined: Sat Dec 24, 2016 7:19 am
Re: [Chaos] Accatran Shotgun v.1.41
Tyro is missing the point that effect looks REALLY GAYtyro.gutter wrote: ↑Mon Apr 30, 2018 10:18 pmThe shotgun was a lot more useful when it had its old functionality, but it was also the undisputed best AT weapon at the time. You had, what, 8 shells with 15 AT each as fast as you could click- you could throw 120 Damage across a sim incredibly fast.
The inferno shots needed the nerf, but the current functionality is balls. But we don't have very good ways of dealing with armor unless we get into close range.
Let's add the old functionality and have it do no damage on impact, but leave tiny balls of fire that deal 10 AT over time? That way it remains a GOOD anti-deployable weapon (which is where we need it most) but also it can't just shit on vehicles and render the rocket launcher worthless. This way it is able to kill small deployables but barricades still need to be neutralized by massing firepower. However, the issue here is the shotgun is still able to pour more AT at long range and more quickly than a krak rocket.
I think the best solution may lie in buffing the krak rocket on top of that so we don't run into balancing issues with the shotgun. A potential solution might be to scale up a krak rocket's damage in proportion to the distance it travels so that it rewards good accuracy and we can use it to kill from a distance. Cap it at 250M so we can't snipe fleetships with it. This can discourage the shotgun's use at long-range and give us a counter to big gay walls and bullet hose tanks hiding across sims. What do you guys think of that?
-
dread.hudson
- Overlord
- Posts: 403
- Joined: Sat Dec 24, 2016 1:01 pm
- Location: Sacramental, CA
Re: [Chaos] Accatran Shotgun v.1.41
Yeah i agree i'll put that on my list of shit to fuck with. I could make it fire a big BLOOSH of fire sparks and have it fire small fire pellets that turn into inferno or something idk, lemme know if you want projectiles or what.
My thinking is that it could lose potential AT Damage based on distance it travels from rez, and i really dont give a fuck if it retains full at value in heavy lag i'm just pointing that out right now because if someone's lagging our sim that bad they kind of deserve it.
My thinking is that it could lose potential AT Damage based on distance it travels from rez, and i really dont give a fuck if it retains full at value in heavy lag i'm just pointing that out right now because if someone's lagging our sim that bad they kind of deserve it.
I'll do it Eventually™
- sam.huntsman
- Posts: 491
- Joined: Sat Dec 24, 2016 7:51 am
Re: [Chaos] Accatran Shotgun v.1.41
dread.hudson wrote: ↑Mon Apr 30, 2018 10:40 pmMy thinking is that it could lose potential AT Damage based on distance it travels from rez, and i really dont give a fuck if it retains full at value in heavy lag i'm just pointing that out right now because if someone's lagging our sim that bad they kind of deserve it.
Muh infinite AT vs. non-LBA
Also slug rounds are slug rounds. You might not have the same flight dynamics that a designated rifle might have, but a slug is still going to pack a hefty punch at midrange. You're essentially firing a miniaturized cannon at something.
"The minds of gods are not for mortals to know or to judge. Accept that Tzeentch has a place for all of us in his grand scheme, and be happy in the part you have to play." - Magnus the Red, Codex: Chaos Space Marines (4th Ed.)
-
dread.hudson
- Overlord
- Posts: 403
- Joined: Sat Dec 24, 2016 1:01 pm
- Location: Sacramental, CA
Re: [Chaos] Accatran Shotgun v.1.41
i'm gonna fire a miniaturized cannon in your ass faggot owned lmao ruinedjoachimlichttrager wrote: ↑Tue May 01, 2018 12:04 amYou're essentially firing a miniaturized cannon at something.
I'll do it Eventually™
