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Damage http://45.55.195.193/viewtopic.php?f=1&t=14146 |
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Author: | snapperfisch [ Fri Apr 03, 2009 11:34 pm ] |
Post subject: | Damage |
hi, i was wondering whats the best way to increase the "damage" of a projectile, would it be in terms of velocity, or kinetic energy, which one is the best to consider?, i'm not talking about an exploding shell or anything just a regular bullet what are your thoughts? |
Author: | Azukki [ Fri Apr 03, 2009 11:45 pm ] |
Post subject: | Re: Damage |
Well, you've got sharpness, velocity, and mass, when you're talking about MOPixels, which is what most projectiles are. You can also have multiple particles, like a shotgun or some long/sniper rifles. Sharpness affects penetration of terrain and targets. Mass affects penetration, kinetic force transferred, and recoil. Velocity affects target leading, bullet drop, penetration, kinetic force transferred, and recoil. Particle Number affects wounds imposed, terrain penetration, kinetic force transferred, and recoil Sometimes if enough kinetic force is transferred it can just knock off parts of targets. See: Peacemaker There's not an overall best way to add power, it's all relative to how you want it to have power. |
Author: | 3 solid [ Sat Apr 04, 2009 10:44 am ] |
Post subject: | Re: Damage |
If you really wanted to you could change the particle count in the rounds to a higher amount, but then you'd need to change... ... Damnit I forgot the variable again. But if you change one variable to 0, the bullets won't spread out when you fire and you end up firing what looks like a single bullet, but with the power of however many you set it to fire. |
Author: | Shook [ Sat Apr 04, 2009 1:16 pm ] |
Post subject: | Re: Damage |
ParticleSpreadRange it is. Pretty much the natural inaccuracy of the gun, and not how much it shakes. If you set it to 0, guns firing multiple particles will fire them with 0 spread, essentially as one bullet. |
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