Shotgun Pellet Spread

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Biolock
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Shotgun Pellet Spread

Post by Biolock » 02 Aug 2015, 06:58

Summary (a quick, 2-3 sentence summary):
Shotguns right now are kind of stupid in many ways, the most obvious is that they have no spread, what we should incorporate is something along the lines of this: http://webm.host/1392a/vid.webm (skip to 25 seconds for the shotgun)
Benefits (How this will benefit the server and game as a whole):
General realism, add functionality to the shotgun rather than another stat determinant.
Details (Description of how you think this would work, the benefits, etc):
Same as above.
Implementation (Optional, if you have an idea how to implement it):
https://github.com/AtlasStation/AtlasStation/pull/50
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Tetsip
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Re: Shotgun Pellet Spread

Post by Tetsip » 02 Aug 2015, 07:39

Shotguns in the military are not supposed to fire birdshot, generally. That being said I understand there is some Anti-Personnel spread-shot, but the shotguns we use fire slugs. I promise you this is the case simply because of the following:

When firing a shotgun a single projectile is released.
The projectile does a simply absurd amount of damage.
The projectile allegedly bypasses some alien armor.

That being said, I am not against adding anti-personnel spread-shot, but if done I'd want it to do much less damage per-projectile and have little to no armor penetration.
Last edited by Tetsip on 02 Aug 2015, 07:42, edited 1 time in total.
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Re: Shotgun Pellet Spread

Post by Steelpoint » 02 Aug 2015, 07:42

The webm posted was made by me and is part of a demonstration of pixel projectiles, implementing the shotgun pellet spread would involve implementing pixel projectiles, not a bad thing but not something to be done lightly.
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apophis775
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Re: Shotgun Pellet Spread

Post by apophis775 » 12 Sep 2015, 16:25

Abby is reworking our projectile code already.
Denied.

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