The way we’re thinking about it is, at a basic level, modifying the ammo by tweaking some of the basic characteristics. Say you produce some Mk2 ammo that has slightly better falloff but the tradeoff is worse spread, or vice versa.
Mutators, but for ammo. Everyone will make them as cheap knock-off AP for pulse rifle, or more DMG buckshot for one-shot PBing runners. Maybe I can see people making better falloff M39 ammo, thats it.
sounds like another thing that marines are going to hyper-optimize and its not going to be creative or fun for anyone
That’s if we let players control the input/output I think it’s beneficial to avoid making assumptions or quickly jumping to conclusions on a system that I have scarcely discussed in public channels.
Interesting. Solid idea.
Is this just a snippet of it? I’d love to see the full flowchart of reworks
Also can’t wait to go OT and start mass producing cheap ammunition for the marines
I am personally hesitant to new OT stuff with how it has been before. But I am also a see it to believe it type. So hopefully we can see it tested out.
Here is the full thread [CC] The Big Picture - #3 by thwomper
Also i wonder if adding a chance that the gun explode (not destroy the gun) when using modded bullets and OT having to try to lessen its effect like reversed bullet, i dont know the risk of using it.
I trust Thomp to do a good job.
Balancing thing by adding RNG to fuck you over sideways. Perfect plan, it wasn’t fun and it didn’t balance shit in the past, but I’m sure this time it will work.