Firearms damage incerease

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Re: Firearms damage incerease

Postby KruskDaMangled » Tue Aug 11, 2015 6:40 pm

You'd be surprised. You might eventually kill a deer, (and relatively quickly) if you hit the head or upper body, but not "instantly" unless you destroy major organs, preferably the heart. Which is fairly difficult to do at some distance, even with a modern rifle.

I mean, it would die otherwise, but it might also run away and you would never see it again or have to work hard to chase it.

We don't get to inflict bleed, though. Only NPC mobs.
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Re: Firearms damage incerease

Postby JohnCarver » Tue Aug 11, 2015 6:45 pm

Fun fact:
It is statistically possible for a gun to do up to 99% dmg.

Y'all just have bad aim.
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Re: Firearms damage incerease

Postby Raistlin97 » Tue Aug 11, 2015 6:54 pm

So how does aim improve?
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Re: Firearms damage incerease

Postby Dallane » Tue Aug 11, 2015 6:56 pm

KruskDaMangled wrote:Which is fairly difficult to do at some distance, even with a modern rifle.


No it's not.

Rifles are great in this game. Sad no one uses them.
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Re: Firearms damage incerease

Postby HolyLight » Tue Aug 11, 2015 8:06 pm

Dallane wrote:
KruskDaMangled wrote:Which is fairly difficult to do at some distance, even with a modern rifle.


No it's not.

Rifles are great in this game. Sad no one uses them.


This is very true.

Orginised fireing squads are so OP it really is unreal, sadly most cannot / do not use it.

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Re: Firearms damage incerease

Postby pietrko » Sat Aug 29, 2015 8:54 am

Ok, I've tested firearms thoroughly, musket is well balanced I would say but the pistol - total ****.
5% dmg + smaller snare chance makes it more of a vanity item than a weapon.
Using pistol with other melee weapon is an advantage of course, but it still gives you one shot only, it makes it convenient to initiate fights with it, but does not have real impact unless you damn lucky.
Plus each shot costs 9s (10 shots costs you 15s for gunpowder and 75s for bullets), 9s is more than a dead rabbit's worth - but you need way more than 1 shot with pistol to kill it.

My point is - shooting with pistol is not only not effective but also uneconomical in majority of situations.
Clearly, a vanity item.
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Re: Firearms damage incerease

Postby DarkNacht » Sat Aug 29, 2015 7:49 pm

pietrko wrote:Ok, I've tested firearms thoroughly, musket is well balanced I would say but the pistol - total ****.
5% dmg + smaller snare chance makes it more of a vanity item than a weapon.
Using pistol with other melee weapon is an advantage of course, but it still gives you one shot only, it makes it convenient to initiate fights with it, but does not have real impact unless you damn lucky.
Plus each shot costs 9s (10 shots costs you 15s for gunpowder and 75s for bullets), 9s is more than a dead rabbit's worth - but you need way more than 1 shot with pistol to kill it.

My point is - shooting with pistol is not only not effective but also uneconomical in majority of situations.
Clearly, a vanity item.

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Re: Firearms damage incerease

Postby Crlsdmc » Sat Aug 29, 2015 11:12 pm

So basically you're missing/grazing (doing no considerable damage) player's/mobs than actually landing decent shots? Is distance between the firearm and the target in the % mix?

As far as I'm understanding firearms are just for the looks in this game, please explain me I'd appreciate it.
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Re: Firearms damage incerease

Postby TotalyMeow » Sat Aug 29, 2015 11:19 pm

Firearms do a % of the total Blood damage. That means they are crap for starting a fight with a small animal and you should be using a slingshot for that. However, for anything that has a large number of hit points, including a very big player, firearms can give a significant advantage when used properly.
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Re: Firearms damage incerease

Postby pietrko » Sun Aug 30, 2015 1:32 am

Firearms do a % of the total Blood damage. That means they are crap for starting a fight with a small animal and you should be using a slingshot for that. However, for anything that has a large number of hit points, including a very big player, firearms can give a significant advantage when used properly.


I was testing how they perform in the same roles their historical/real counterparts had. And that's the basis of my opinion.
If you planned other niche for them and they fit nicely within it, well - it's still weird for me, but I see your point.
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