daktfi Posted February 3, 2020 Share Posted February 3, 2020 The basic idea is simple: CS as it is now only worth any notice if it's maxed out. I suggest change the self-damage reduction to exponential, starting at 1/2 initially and then halving with each upgrade, 1/2 -> 1/4 -> 1/8 and so on, ending at 1/2048 (~0.05%). To compensate for this base damage reduction can be made exponential as well, only steeper, ending at some 16% or even 32%. This way even without any upgrade the mod is worth notice, and EVERY STEP of upgrade is NOTICEABLE... in both self-damage and base damage reduction. AND the mod will turn even most powerful self-damaging weapons into mostly safe... Maybe for this rework the mod need to be changed from 10-levels to 5-levels, starting from 1/3 self-damage reducing damage 3 times each level and 1% base damage reduction doubling each level. Or some other numbers - I think for maxed-out mod reducing self-damage to ~1/1000 is quite enough, and some 20% base damage reduction is appropriate as well... 1 Link to comment Share on other sites More sharing options...
Doraz_ Posted February 3, 2020 Share Posted February 3, 2020 i'd rework it in a different way. It would be kind-of "Shield-Gating" but only triggered by self damage. "Grants immunity for (x) seconds if player inflict mortal self-damage". In all honesty, it could even be triggered by any damage! This comes from arbitration right? ... then the farm for it might even be worth it 😉 Link to comment Share on other sites More sharing options...
daktfi Posted February 4, 2020 Author Share Posted February 4, 2020 (edited) Well, immunity to self-damage sounds good... A bit too good, IMHO. AND, more important, you can't split immunity into 10 levels - only duration, but it's meaningless as soon as it kicks in in time to prevent said self-damage. Found another solution: disallow the self-damage to leave player with less than 5% of current health, raising to 55% at level 10. This way ANY weapon with self-damage will still be quite dangerous, but non-instakilling. Edited February 4, 2020 by daktfi Link to comment Share on other sites More sharing options...
(PSN)EmilsTekcor Posted February 4, 2020 Share Posted February 4, 2020 Honestly it takes up a mod slot, just make it cost 15 and completely null self damage. Link to comment Share on other sites More sharing options...
daktfi Posted February 5, 2020 Author Share Posted February 5, 2020 9 hours ago, (PS4)EmilsTekcor said: Honestly it takes up a mod slot, just make it cost 15 and completely null self damage. Well... this idea definitely has it's merits... But I think the all idea behind self-damaging weapons is to be risky... So, zero self-damage just kills this "Oh, sh****, I did it again! Smb, pls, rvv me!" mechanics... 🙂 Link to comment Share on other sites More sharing options...
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