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>explosion splash damage has lower damage than direct bullet
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>explosion splash damage has lower damage than direct bullet damage

why this is allowed?
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>>343976637
Shrapnel's irregular shape causes more damage to soft tissue and bone than a bullet. That's why.
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Videogames are not real life you fucking retard.
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JESUS FUKC SPOILER THAT SHIT
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>>343976754
That's OP's point.
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>>343976637
>all splash damage comes from shrapnel
>give players a bigger reward for missing than hitting
wew
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>>343976754
>more damage=less damage
Ah now I understand
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>>343976754
l2read
>>
>>343976785
Second post.
That's all that's needed, folks, go home.
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>>343976637
you code the explosion and shrapnel physics into the engine without it consuming too many resources and sell it to a developer
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>>343976754

Thank god there no irregular shaped bullets.

right?
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a laser is more damaging than an unfocused concussive wave
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>>343976637
EXPLODING KNEES
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But grenades and other explosive weapons almost always do more damage than bullets in every game lol.
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>>343976637
it's called balance.
Splash damage's strength is the area of effect being very wide, so it has to be weaker to balance.
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>>343977040
https://www.youtube.com/watch?v=wWZMd8sNbwg
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>>343977182

Real life's combat balancing is fucked.

Who fucking knew?
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Guy learns one weird trick on how to play EYE correctly
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>>343977328
>Melee damage does a metric fuckton in video games
>Pistols do chip damage
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>>343977646

Unless you hit the vitals, pistols indeed do chip damage. Get a nigger on adrenaline and PCP and you're dealing with an orc berserker who won't go down unless you apricot his ass.
>>
>>343977037
Or just.. you know.. increase the upper limits on the function that governs splash damage.
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>>343977436
Unless im just drunk off my ass, thats a hollywood actor we used to hire to play amputees in Fort Irwin. That guy was cool as shit. He actually lost his legs in a car accident, we just used him for med trauma STX lanes.
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>>343977436

heh
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>>343977959
not all splash damage is shrapnel. most of it is a pressure wave
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>>343977328
Video Game shotguns:
>A blast of deadly mist, spraying a wide array of particles which presumably kill on contact but safely disperse past 4 meters.

Shotguns:
>A blast of metal pellets that maintain a narrow grouping in a relatively straight line for at least several hundred meters before dropping off.

Basically, video games need to separate things in terms of balance. Multiplayer games definitely need to be balanced to enable even chances of success across multiple playstyles, allowing for more entertainment potential and more buyers. But single-player games should totally go for the realistic approach on some aspects, especially weapons. There's no excuse for ignorance on things like weaponry when you're making a weapon porn game.
>>
>>343977037
>>343977959
>>343978057
What about something like this?
>Player throws grenade
>Grenade detonates
>Regular explosive pressure wave like what we already have, but with reduced damage
>Simultaneously, random "bullets" are fired out of the grenade in all directions, which do significantly more damage than handgun and some rifle bullets

I mean, modern grenades are basically just lined with little spherical pellets (like steel BBs) so that when they explode, their primary form of damage is the spray of pellets.
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>>343979724
Balance. You can't have what's essentially a completely random damage dealer in a game. Then it just feels like bad luck every time you die to a grenade's shrapnel
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>>343979724
>>343979887

To be honest getting hit with the shockwave would probably incapacitate you some regardless.

>>343979887
unless you're flat on the ground minimizing your profile to the grenade, it's almost certain you'd get hit anyway.
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