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Post by hellfire on Jan 3, 2006 17:15:39 GMT -6
why i had low percentages is because think of something like a pulse gun
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Post by jimmick on Jan 3, 2006 22:03:33 GMT -6
Hmmm.... Good point, the percentages should be affected by the fire rate of the weapon, my percentages were based around the pistol. 90% divided by rpm's of weapon
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Post by yanpl on Jan 4, 2006 11:53:19 GMT -6
no, precentages should be counted from damage of single bullet!
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Post by jimmick on Jan 5, 2006 1:31:27 GMT -6
but that would make crappy gun crappier.
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Post by Damocles on Jan 5, 2006 11:40:05 GMT -6
Yes, but everything would be consistant.
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Post by jimmick on Jan 5, 2006 22:07:24 GMT -6
That doesn't make sense, it's assuming that the stronger the gun the slower it is, the reload time also effect its developement to keep it realistic. So, I think the percentage should be effected by the fire rate, not the power of the weapon.
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Post by extrimal on Jan 7, 2006 11:21:32 GMT -6
weapon: Gauss jackhammer Clip size: 20 Reload: 5s Slow speed: 10%
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Post by ltar on Jan 16, 2006 21:11:10 GMT -6
why have slow penalties at all? makes no sense to have a weapon be slower unless it is havy. a shotgun is not heavy enough to slow down a huge, hulking amrine. an automatic shotgun is not heavy enough. the Mean Minigun is supposed to be like a mounted MG that you'r lugging around, with 80 lb ammo belts.
anything amgazine fed ought to be mobile enough for you to still have a reasonable speed.
except for crazy guns like "Battleship Cannon" or "Banhammer", there oguhtn't be any speed penalties.
as for recoil percentages, they ought to be based on the hitting power of a single bullet. 100% is a certain size recoil. rife a rocket launcher. the initial size of the reticule after firing is 100%. recoil is then based on, what % of that recoil is done for EVERY BULLET. all recoil is corrected at the same rate, so guns like the JH, which have pretty low recoil per bullet, still ahve nasty recoil because the fire faster than you can correct your aim.
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Post by Damocles on Jan 17, 2006 13:41:55 GMT -6
Well, physically, the recoil is based on the weight of the weapon versus the initial velocity of the bulllet. But I agree that an AK shouldn't slow you down too much, as opposed the a .50 cal 88 mm cannon.
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Post by jimmick on Jan 18, 2006 5:01:46 GMT -6
yes, exactly, every action must have an equal and opposite reaction, the faster the gun comes out of the barrell, or the velocity, the more the gun is going to recoil. This is completely different to the weight of the weapon, even if it is heavy, that should lower the recoil shouldn't it? Well, actually, not neccesarily......
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Post by Damocles on Jan 18, 2006 9:46:20 GMT -6
No, the weight of the gun makes it more stable, and more solid, so the leaving bullet, unless it's going REALLY fast, doesn't move the gun as much.
Think of it like this: Say you want to slide a 5kg. box across the floor by kicking it. What happens? You kick the box, and it moves. Now try moving a 5000kg box the same way. What happens? I don't know your build, but you're probably not going to move it very much, if at all.
Now, consider yourself to be the bullet, and the boxes to be the gun. The heavier the box(gun) is, the less you(bullet) are going to move it.
So, the heavier weapons shouldn't have very much recoil, unless the bullets are going at superoptic speeds. However, the lighter the gun, the more it should move with the same type of ammo, which they probably won't. Also, bullet greaser(?) perk should cause more recoil, as it causes the bullets to go faster.
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Post by Lucidess on Jan 18, 2006 14:07:59 GMT -6
chainsaw - A good ol' chainsaw. What else is there to say? Grenades or any projectile weapons would be a good addition. Summon Monsters - Create blue random monsters that hold back and attack other monsters. If you have firebullets on then they will plow through them Evil Telekinetic - Hold one of the keys (any key assigned for a special ability) to grab a monster. Chuck it around and bash it into other monsters. you will damage the monster you are holding over some time, along with bashing it into other monsters. Ultimate quittage - you have a 50/50 chance of having all the monsters dying on the screen (and getting 1/2 xp) or Crimsonland crashes. Fun with letters - after you obtain this perk, press the ` button to open up the.. (i dont remember the name of it), type any letter and press enter. Every bullet you shoot will be a flying letter. (does 5% more damage). Berserk - You just cant control yourself anymore. On occasion you will uncontrollably run up to a monster and decapitate it. You will be invincible for a short period of time when you do go berserk. typ-o-shooter ressurection - half the time you are fighting, there will be short words under the monsters. Type them fast enough and you will shoot a fire bullet shotgun bullet.
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Post by yanpl on Jan 18, 2006 14:56:36 GMT -6
berserk - charge from current position about 200 pixels to the pixel direction really hurting all of monsters you enconter on your route. maybe after alternate weapon, only while you are wielding sword or so, and after each charge you have to reload. (full clip==200 pixels, you could use part of it).
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Post by Lucidess on Jan 20, 2006 14:04:24 GMT -6
whatever makes a berserk perk randomly angry, and bloody. ;D
Psycho (get hot headed, and angry reloader {and/or berserk} needed) There is only one word that can even describe your anger towards guns, monsters; you are just plain psycho. You're so angry you forget to use your guns, instead you use your hands to rip apart any enemies to shreds that come near you, including a bit of yourself. Your behavior is so erratic the monsters might back away from you from time to time. Your speed ups 10% but your defense drops 20%.
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Post by jimmick on Jan 21, 2006 6:25:51 GMT -6
Yeah, damocles, I was going to say that, but I didn't think it made sense, I don't do physics class yet.
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Post by thepoubel on Jan 23, 2006 13:58:09 GMT -6
About that Ultimate Quittage perk, it don't need to crash the crimsonland, maybe just lead to the main menu.
About the recoil, the velocity affect th recoil, but also the bullet size. What recoil more. One 9MM bullet at 100 km/h or one 88MM at 100 km/h??
So, the factors to the recoil are:
- size of the weapon; - velocity of the bullet; - size of the bullet; - and also the gun position. One weapon in the air has less stability that that same weapon in the ground.
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Post by Damocles on Jan 23, 2006 16:21:46 GMT -6
Speaking of being in the air: Caffine. You're just bouncing all over the walls. Gives you increased speed, but reduces accuracy if you shoot in midair.
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Post by jimmick on Jan 24, 2006 2:29:40 GMT -6
counter blow: (requires mr. melee) 30% of all monsters that hit you die, unless shield is activated
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Post by Lucidess on Jan 24, 2006 5:42:52 GMT -6
Anti perk: you shouldn't be seeing this...
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Post by yanpl on Jan 24, 2006 12:17:24 GMT -6
what happens when you pick anti perk, Lucid? do you know?
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