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Subject: Beefing up weapons? rss

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Martin Sauerhoff
Germany
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Hi,

from game experience and when looking at the weapon stats like average damage,
it seems that some of the standard weapons are a little bit too weak
compared to others. More specifically:
- The shotgun has a quite short range compared to, e.g., the pistol.
In non-melee range, the damage quickly goes to zero, so that it is not
so attractive compared to melee weapons that do not consume ammo.
- The grenade launcher causes significantly less damage than the grenade.
Apart from the fact that this is unrealistic, it makes this weapon
also quite unattractive, IMHO.
Kunthar's weapon stats (at http://user.cs.tu-berlin.de/~kuniaghj/doom/)
have an extra "deadly" symbol for the grenade launcher (compared to
my German original version of the game, at least) -- I think this is
a good idea. I also think one could give the shotgun an extra
"accurracy" symbol. Would you think that these changes are too
powerful?
 
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Olivier Lamontagne
Canada
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I actually like the shotgun's stats, when you aim, it can do quite a good damage and clear the way, auto-aiming would unbalance the game.

The grenade launcher is more a strategic weapon, it is maybe the reason it does less damage than the grenade.

In my own advice, all weapons are not designed to be balanced, and that's a good thing to have some weapons more appealing than others.
 
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jesper rathsach
Denmark
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I think the weapon damages are pretty much spot on..

The shotgun is deadly at short ranges, and is really designed to take down Demons.. If you go melee with them, it hurts :-).. And if you boost a longer ranged weapon, you unbalance the whole thing..

The grenade launcher sacrifices damage for range.. As I remember it has a yellow die right? Meaning you can boost the range of it quite a lot with the right abilities.. Granted, the weapon is not used much, but if I have a marksman, he'd be a happy camper with one ..

 
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Paul DeStefano
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It's a Zendrum. www.zendrum.com
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Aim.
 
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Kevin Wilson
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Remember one thing about the Rocket Launcher. Unlike grenades (the other blast weapon), there's no range limit on the shot. So, if you're willing to accept a pretty much automatic scatter, then your range is pretty much as far as you can see. And lemme tell ya, my players are ridiculously lucky/deadly with those hail mary scatters.

As for the shotgun, my preferred mod for it is to give it knockback instead of blowthrough.

-Kevin Wilson
Fantasy Flight Games
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Bernhard Beyer
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Winterthur
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For the PlasmaRifle we use
YGBB, Blowthrough
It works fine and still doesnt see too much use as cells are scarce.
 
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Jonny Lawless
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KevinW wrote:
Remember one thing about the Rocket Launcher. Unlike grenades (the other blast weapon), there's no range limit on the shot. So, if you're willing to accept a pretty much automatic scatter, then your range is pretty much as far as you can see. And lemme tell ya, my players are ridiculously lucky/deadly with those hail mary scatters.

As for the shotgun, my preferred mod for it is to give it knockback instead of blowthrough.

-Kevin Wilson
Fantasy Flight Games


I'm confused as to how you couldn't just do this with a grenade if you were just ready to accept a scatter. Couldn't you just target a square well out of range and then take whatever the scatter gives you just as you described doing with the rocket launcher?
 
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