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Lanka And All Bows Issue


Roxorium
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This has been bugging me for a while. Why Drakgoon can be charged for lets say for 1/3 to have slightly improved accuracy and damage, while Lanka and all kinds of bows have only two states: uncharged and 100% charged? For example, Lanka's damage should scale as you charge, for example 50% charged shot would be around 150-170 damage. The same goes to bows.

 

Just... why? o_o

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With Bows it would make sense... but as a tradeoff it should not only reduce damage but also reduce the range with increased arc-falloff.

 

For Lanka/Ogris it should stay that way

 

For a Lanka you need to charge it up to 100% for a shot to even be possible.. it's the way the gun works.. you need to reach a fixed amount of charge so the energy projectile is build.. otherwise it just goes *poof* and nothing happens as it does now when you release the charge too soon.

 

Same for Ogris... every Rocket needs to be set and primed before you could fire them because you don't want to run around with a gun that has pre-primed high explosive rockets in it... if you release the trigger too soon before the rocket is ready to fire a safety machnism hits, preventing you from firing a blank rocket that does nothing.

 

To end this i just say: Charge is not the same for each gun... some need charge to work (Ogris, Lanka), some alter their fire with charge (Drakgoon) and some increase their damage (Bows).. you can not apply a generalized charge mechanic that does the same to every gun that has the mechanic.

Edited by Namacyst
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because drakgoon also has only 2 states? the accuracy is improved by, say half charge, but the damage is not.

 

Drakgoons charge time is narrowing the spread to a certain point at full charge.. BUT Drakgoon also gets Puncture after ~1/2 charge.

 

One could say the logic behind this is that the Drakgoon focuses its shrapnels and shoots it with more power so they dont spread that much.. as a side effect of this they hit with more force and get puncture. In the game the Drakgoon will not do more damage per pellet at full charge but one could say it will do more damage at full charge due to puncture and the possibility to hit more targets.

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With Bows it would make sense... but as a tradeoff it should not only reduce damage but also reduce the range with increased arc-falloff.

 

For Lanka/Ogris it should stay that way

 

For a Lanka you need to charge it up to 100% for a shot to even be possible.. it's the way the gun works.. you need to reach a fixed amount of charge so the energy projectile is build.. otherwise it just goes *poof* and nothing happens as it does now when you release the charge too soon.

 

To end this i just say: Charge is not the same for each gun... some need charge to work (Ogris, Lanka), some alter their fire with charge (Drakgoon) and some increase their damage (Bows).. you can not apply a generalized charge mechanic that does the same to every gun that has the mechanic.

 

Thing is, the Lanka doesn't have to charge to 100%, but the damage doesn't scale to the charge, which could be a potential firing mechanism (set minimum amount to charge, charge to the maximum for the best damage and puncture) for a railgun/coilgun.

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