Bullet penetration improvement!

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Sarah_U.
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Bullet penetration improvement!

Post by Sarah_U. » 22 Jan 2017, 14:52

Summary (a quick, 2-3 sentence summary):
Add resistance on armor and mob separately.
Make that the bullets, if their penetrative value is high enough and outpass both combined resistance values, are able to pierce through targets.

Benefits (How this will benefit the server and game as a whole):
Realism.
Gameplay implementation that offers a new way to hold corridors and play gunfights.
This would add onto the mechanics and offer new gameplay variants and balance tweaks in the future.
SNIPERS SOMEHOW BECOME SUPER VIABLE?!?

Details (Description of how you think this would work, the benefits, etc):
It is pretty much explained above, but as an example:

The crusher fictively has an armor value of 25, his resistance value is 50. The bullet on its side (M4A1 or whatever) has a penetration value of 37.
The bullet upon impact, deals damage, but doesn't go through.

The marine on his side, has an armor value of 20, and his resistance value is 30. The bullet still has 37 penetration value.
Thus, the bullet deals damage and goes through the mob, continuing trajectory instead of being deleted. Although, it looses much of its penetration value in the process (ex: Math -> Pen_Val * 1.73?)

Implementation (Optional, if you have an idea how to implement it):
[N/A]


That's all, hope you enjoy the idea and give some criticizm. I know that it may be a bit of an hasle, but I kinda like the sound of it due to how it could provoke some new gunfight gameplay and improve some existing guns.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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Simo94
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Re: Bullet penetration improvement!

Post by Simo94 » 22 Jan 2017, 15:04

+1 atleast the FF will be a bit useful and not just marine slaughter
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TopHatPenguin
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Re: Bullet penetration improvement!

Post by TopHatPenguin » 22 Jan 2017, 15:07

I feel that this would just lead to a load more FF cases with the "Run into the middle of a squad" alien tactic (It could also become more common) which means even if they are hit it's likely that the bullet will just penetrate through them and hit another marine.

And isn't this basically when you miss someone with the bullet anyway just instead you're actually hitting them and the bullet carries on afterwards if values are met. (Potential chance to reuse code perhaps?)

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Butterrobber202
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Re: Bullet penetration improvement!

Post by Butterrobber202 » 22 Jan 2017, 15:23

Yeah, FF is god,

-1
the alien drone (848) has been robusted with the emergency toolbox by Johnny 'Snowball' Redem!
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Sarah_U.
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Re: Bullet penetration improvement!

Post by Sarah_U. » 22 Jan 2017, 15:51

It's pretty much miss code, but with hit chance yea. Although I still offered that FF occurs and the penetrative values of the projectile is lowered on travel/hit.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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SchofieldMK2
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Re: Bullet penetration improvement!

Post by SchofieldMK2 » 22 Jan 2017, 16:25

This is a bad idea, In addition the AP has to be used in tactics but some use it in the first contact. I have my specific reason
and is related to FF

-1 :thumbdown:

On the crusher, the only option to win is to attack by sides or to do the newest tactic. Bodyblock ;)
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Sarah_U.
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Re: Bullet penetration improvement!

Post by Sarah_U. » 22 Jan 2017, 16:29

Just an head's up. I'd like the devs to discuss this mechanic for snipers and other special, specific weapons only as well. I'd like it global (somewhat, not too much if the bullets 24/7 pierce), but if at the very least the high-impact weapons could have it it'd be nice; I expected some harsh criticizm and -1s when I made this suggestion.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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SchofieldMK2
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Re: Bullet penetration improvement!

Post by SchofieldMK2 » 22 Jan 2017, 16:31

Sarah_U. wrote:Just an head's up. I'd like the devs to discuss this mechanic for snipers and other special, specific weapons only as well. I'd like it global (somewhat, not too much if the bullets 24/7 pierce), but if at the very least the high-impact weapons could have it it'd be nice; I expected some harsh criticizm and -1s when I made this suggestion.
That you have to put in another suggestion about ammunition AP Sniper :cutewink:
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