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One Small Kohm Tweak


Renegade343
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Hello all,

 

This thread will be talking about a tweak to the Kohm, to make it be a more worthy shotgun for its resource requirement and for bringing it to normal play. The content is below: 

 

The Kohm is a Grineer plasma shotgun (we really need to step up our Grineer sabotage missions), that fires one additional pellet when the trigger is held down (i.e.: Full Auto). It also has the unique ability of having its ammo be deducted in terms of pellets, which is a small problem as that means the shotgun will run out of ammo very, very quickly, sometimes even with Shotgun Ammo Mutation (since one would be holding down to fire to kill enemies more quickly than having one pellet per shot). Combined with its rather low damage per pellet, this makes the shotgun an inferior shotgun to most other shotguns. 

 

And so, to keep its pellet count mechanic while making the Kohm be more viable for normal play, the tweak is to make the Kohm have: 

 

Magazine size: 15

Maximum ammo: 90

 

The pellet count mechanic will be tweaked as thus: 

 

Each ammo will have 10 pellets (meaning one shotgun ammo = 10 pellets).

When the shotgun shoots out 10 pellets, shotgun ammo in the magazine will be decreased by 1. 

That means a full magazine for the Kohm will have 15 * 10 = 150 pellets. 

 

From this, that means when the Kohm is fired (Full-auto) from 1 pellet to 10 pellets (the cap): 

 

1+2+4+8+10 = 27 pellets (2.7 Shotgun ammo)

 

This also means if the player decides to shoot in semi-auto (i.e.: 1 pellet per shot), that means 10 of these shots will consume one shotgun ammo. 

 

The pellet count in the magazine will be shown to the player for clarity (will be placed above the magazine value). 

 

This would allow the Kohm to still have its pellet mechanic, while making it be more efficient and worth its cost while in battle. 

 

Please take the time to read this thread, and provide constructive criticism and feedback.

 

Renegade343

Edited by Renegade343
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