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2011-09-06, 05:25 AM | [Ignore Me] #16 | |||
First Lieutenant
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For starters, I'm hoping that headshot multipliers in general will only be applied to the health damage that gets past the armour. It makes sense to me that a headshot wouldn't damage the armour any more than a shot to the body would. It's the head itself that's more susceptible to damage from trauma, not the helmet that protects it. And remember, headshot multipliers are determined on a per weapon basis. Higby said on reddit that vehicle weapons probably won't have any headshot multiplier at all, so it's quite possible that Decimators for example won't have one either, so a missile to the face may not be any different than one to the body.. But like I said in my OP, I'd like the Devs to design AP weapons so that when used against MAXes, instead of having to eat through a MAX's entire armour before you do any health damage at all, you apply a small amount of the damage done by each shot to health instead. Say, 1 pt of damage goes to health for every 10 pts of base damage dealt. Then if they applied the standard headshot damage multiplier for the weapon in question to the health that got through, even headshots would only do a handful of health damage per shot. Here's a completely arbitrary example: Let's say in PS2 that MAXes have 100 health and 1000 armour pts, and that a Cycler has a 1.5x headshot multiplier and its AP bullets do 20 base damage to MAXes. Using the 1:10 health:armour ratio, Here's what we'd have:
See what I'm getting at? Doing something like this will still make MAXes a force to be reckoned with, but would also reward accuracy to softies using weapons that have accuracy in mind. Remember many classes will not be allowed to use AV weaponry at all, so this is designed to help them out a little as well. Last edited by Erendil; 2011-09-06 at 05:45 AM. |
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2011-09-06, 11:41 AM | [Ignore Me] #19 | ||
Sergeant Major
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All those ideas are retarded... it's not a damn tank guys... really? "Shoot him in the back"?
I especially don't agree on max headshots, however, I do agree with a sniper spec "round" that will cause major damage to MAX's. Consider a sniper tree with a branch leading to ANTI-material as opposed to an ANTI-personnel... HOLY SHIT! That's a fucking GREAT idea.
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I remember when my PC was awesome... N C Infektion I'm a REAL VET, not a green horn who bought his beta ticket. Last edited by Infektion; 2011-09-06 at 11:43 AM. |
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2011-09-06, 12:01 PM | [Ignore Me] #20 | ||
Lieutenant Colonel
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While I do agree that MAXs should take more damage from a head shot, the hit box should be smaller than on a regular grunt.
I dont want PS2s devs to even bother with AP rounds; just make the standard guns to the same damage as AP to armoured targets if you think that infantry need that ability; AP rounds are a hassle that many dont bother with, and confuses new players. |
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2011-09-06, 12:11 PM | [Ignore Me] #21 | |||
Sergeant Major
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For example. Take either my 1938 8mm mauser and my tokarev vs 9mm Glock (of any kind would do) . Mauser uses surplus FMJ (7.92x57) ammo [Will go through you, even with body armor] Mauser uses softball ammo [will penetrate and spread ie: JACK YOU UP] Tokarev --- Uses 7.62x25 FMJ -- will go through body armor, leave a nice wound, possibly die, depending on shot placement. 9mm pistol -- Uses 9mm Hollowpoint -- will not go through body armor, but soft clothes will penetrate and spread. so for whichever, i'd rather use FMJ, e.g. we'll use FMJ for AP in this comparison.
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I remember when my PC was awesome... N C Infektion I'm a REAL VET, not a green horn who bought his beta ticket. Last edited by Infektion; 2011-09-06 at 12:20 PM. |
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2011-09-06, 01:26 PM | [Ignore Me] #23 | ||
Colonel
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I agree with the shooting them in the back part. Having a place on their back that's weak would be nice for sneaking up on them. Like 30% more damage. Not a fan of headshots for the MAX though.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2011-09-12, 10:46 PM | [Ignore Me] #24 | |||
Private
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It makes them better for head-on assaults or hold-the-line defense, especially with the higher lethality, but vulnerable to surprise attacks and outmaneuvering. Not weak against the entire 180 degree back arc, though... just 60-90 degree window of vulnerability. MAX Units fighting back-to back would be scary and awesome at the same time. |
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2011-09-12, 11:16 PM | [Ignore Me] #25 | ||
Lieutenant Colonel
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I wonder if weak points will be specific to the Empire the MAX is a part of. Like the TR MAX has an obvious weak point in the head. The VS MAX has the face well armored but might be more vulnerable around the joints and back...
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2011-09-13, 12:01 AM | [Ignore Me] #26 | ||
Major
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What kind of weapon/armor designer would make a Max suit with a weak back side? Helmets should be the strongest part of any soldier armor.
How about face plate is vulnerable with special bullets and very small hitbox, but rest of helmet has extra protection?
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Extreme Stealthing |
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2011-09-13, 12:11 AM | [Ignore Me] #27 | ||
First Sergeant
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I'm all for weak spots on MAX's, but also jacking up their health if you don't hit them in a weak point (ie. visor or joint).
I don't think weakening back armor is a good idea though, no sane engineer would put less armor on a spot that doesn't move anyway. |
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2011-09-13, 12:16 AM | [Ignore Me] #28 | ||
Lieutenant Colonel
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I admit it doesn't necessarily make it a good idea, but on tanks they tend to load more armor on the front than the back. A tank can only carry so much armor total, so by shifting it to the front the tank can increase it's defenses by simply facing the enemy.
Ultimately it's the gameplay that's most important. |
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2011-09-13, 12:31 AM | [Ignore Me] #29 | |||
Colonel
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I'd also like boomers to do very little on a max from the front. If you plant on on it though in the back it would take down like 75% of the armor.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2011-09-13, 09:19 AM | [Ignore Me] #30 | ||||
Contributor Major
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I'd say having the front 225-270 degrees provide, say, twice the protection isn't an outrageous design decision at all. |
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