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snapperfisch
Joined: Sat Feb 21, 2009 7:11 pm Posts: 27
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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?
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Fri Apr 03, 2009 11:34 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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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.
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Fri Apr 03, 2009 11:45 pm |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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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.
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Sat Apr 04, 2009 10:44 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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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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Sat Apr 04, 2009 1:16 pm |
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