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Damage 3.0 How I Believe 2.0 Should Have Worked With Lore


Kyphe
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When reading how damage 2.0 was worked out it made little sense to me, specifically It makes no sense to have weapons that have 50+ base damage attributes, This is fine with elemental damage but the base attribute should only do 100% damage to the intended target type as that is what the attribute is designed to do,  I do not mean the weapon should do less damage than it does now! only that the numbers should be classed as 100% and reworked to that figure so a current 10 puncture which actually does 15! against armor, should simply be given a figure of 15 puncture, that does 100% against armor!

Totally common sense!

Also it makes no sense to have damage types for whole factions, the damage should be based on body parts not whole individuals.

Mortal body parts should be classed as either, Armored or Unarmored, with shields being in addition where applicable. Infested or Robotic follow special rules!

A basic grineer lancer is armored almost everywhere except face and joints, some grineer have robotic limbs. If a round hits an armored part of the body it follows the armored damage rules! if it hits an unarmored part of the body it follows the unarmored rules! if it hits a robotic part of the body it follows robotic rules!

Similarly corpus are almost entirely un armored apart from their helmets, and use robots.

Weapons have basic damage traits of Puncture, Slash and Impact!

Puncture!..

Puncture weapon traits are designed to punch through armor and distort both themselves and the armor itself to do maximum HP damage to an armored body part, so if the player hits an armored body part it
should do 100% of given puncture damage to represent this!.

Puncture property's are marked by kinetic energy which require significant energy from shields to resist, but is not specifically designed to damage shields and so only does 66% of full damage to shields

Puncture properties travel surgically and cleanly through un-armored flesh, doing damage but only 33% of the full puncture damage potential as long as the target is mortal.

Armor piercing rounds have high penetration but low trauma doing only 25% to infested  as infested flesh does not damage in the same manner as mortal flesh but 50% to robotic! as robotic metal is armored by it's nature yet has no flesh behind it to trauma so the damage is mechanical and indirect.

Slash!..

Slashing fragmentation weapon traits are designed to render and slice tissue, as such they do 100% damage to un-armored body parts, such as grinner joints, faces, and corpus body's.

Slashing weapon traits have the ability to damage armor via razor sharp edges though they are not designed to do so, thus only do 66% of damage to armored flesh.

Slashing weapon traits have little kinetic energy and so do only 33% of damage to shields which find it easy to shrug such traits off!

Slash weapon traits has high damage to infested, yet not as much as mortal flesh as it is much more robust, doing only 75% of damage to infested, slash does damage the outer robotic parts but is rarely disabling doing only 25% of damage to robotics

Impact!..

Impact kinetic or ion charged energy weapon traits deliver high levels of energy to a target, such energy delivery places high demands on shields doing 100% of damage to shields.

Impact weapons to blunt force trauma and burn damage to unarmored flesh, but is not designed to do so thus only does 66% of damage to unarmored flesh

impact weapon energy is easily absorbed by armor doing only 33% of damage to armor

Impact energy weapon traits have a major effect on robotic components doing 75% of damage to robotics,  The blunt force and heat trauma of impact weapon traits has a tangible effect on infested but less than mortal flesh at 50% of damage.

Infested and robotics never take 100% of any specific base weapon damage trait but when added together may take more combined damage than a mortal target, plus both should be more vulnerable to specific elemental damage.

Puncture> Slash>Impact build for grineer

Impact>Slash>puncture build for corpus

Impact>puncture>slash build for robotics

Slash>Impact>Puncture build for infested

Suggestion!

For robotics to be a viable stand alone build DE should consider a fully fledged AI faction separate from corpus!

The elemental structure is fine just would require tweaking to this system!
 

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I like the idea, but the numbers might need tweaking. However, the rock-paper-scissors style makes sense, and would actually encourage a person to have preset A be grineer, B be infested, and C be corpus, or something. You'd actually want different loadouts for different factions.

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