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Mine (and chop or whatever) with gunpowder ammo


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5 minutes ago, Cassielu said:

I wish it wasn't just mine, but had the full functionality of gunpowder explosion, after all that's how it seems to work.

This means it can be used to cause earthquakes, destroy dock, and kill Grazer.

When testing it in the beta, I was genuinely a little upset it didn't do extra damage to grazers

10 minutes ago, Radicaljoe said:

I like the idea of it, gunpowder is a pretty alright damage ammo, but I would love a utility ammo, maybe still have the chance to do the big explosion and knock down everything in the blast?

I feel like the damage of gunpowder rounds just doesn't feel worth it considering it worse than a non skill tree round though it could be fixed by just bundling it with some other round types or giving it the mining function as mentioned.

 

1 minute ago, Radicaljoe said:

When testing it in the beta, I was genuinely a little upset it didn't do extra damage to grazers

Though I guess I understand why it doesn't have that, I think in that scenario it would get diminished by the boss explosion resistance buff over and over. It'd probably take some weird coding to make that work

1 minute ago, Mysterious box said:

I feel like the damage of gunpowder rounds just doesn't feel worth it considering it worse than a non skill tree round though it could be fixed by just bundling it with some other round types or giving it the mining function as mentioned.

Yeah, a little sad to know that every beta round still underperforms to cursed rounds. I like gunpowder just because the noise is fun.

6 minutes ago, Mysterious box said:

I feel like the damage of gunpowder rounds just doesn't feel worth it considering it worse than a non skill tree round though it could be fixed by just bundling it with some other round types or giving it the mining function as mentioned.

Hadn't actually looked up how much damage gunpowder does till now, and wow, 200 is a lot. I guess the argument for making gunpowder into ammo instead of just using gunpowder is explosive resistance, everyday damage, and the slingshot frames that buff charged shots, but even so. Yeah, definitely this is making me think it needs some more utility to give us a reason not just to use it in its non-ammo form.

I always felt they should have done this And its possible to do I think now with the ammo upgrades can make it so  each round does 1 work on objects near the explosion it can still be the 3 unit radius regular gunpowder has.

Caves being affected by it would really be unfortunate since the way the explosion works on triggering cave quakes is based on damage.
The damage the item does subtracts that many seconds away from a counter that will dictate the next cave quake.
If they were to do that there would need to be a restriction on how much the rounds affect the counter.  I would say the rounds work at a 5 percent efficency on incrementing the cave quake. which would mean it would take 20 rounds to do the timer damage equal to the damage of 1 round.

lesser than just using a single gunpowder in caves which lowers time by 200 seconds

Knowing a bit how scripts and code work in DS this would be a giant pain for klei to do at almost no benefit. Entire core functions would need to be rewritten so that you can deliberately target boulders and trees with a ranged weapon.

all this for a flavor effect that everyone would forget after a week.

1 minute ago, Well-met said:

Knowing a bit how scripts and code work in DS this would be a giant pain for klei to do at almost no benefit. Entire core functions would need to be rewritten so that you can deliberately target boulders and trees with a ranged weapon.

all this for a flavor effect that everyone would forget after a week.

Would it work better if instead of targeting, ammo pulled back with manual aiming would hit any obstructions like trees or boulders?

1 minute ago, Radicaljoe said:

Would it work better if instead of targeting, ammo pulled back with manual aiming would hit any obstructions like trees or boulders?

yes of course but I didn't know walter could manually aim now?

1 minute ago, Well-met said:

yes of course but I didn't know walter could manually aim now?

Yeah, when you pull back the slingshot using the scrap/thulecite frame you're given an arrow that shows where your bullet will travel.

i think it would be a little odd with how Walter shots with his slingshot Imagine you're fighting an enemy in a forest and you make a charged shot and instead of hitting the enemy it hits some random tree, it would be kind of annoying specially since gunpowder rounds have AOE i think it wouldn't be as bad if you just press F like a madman but like i said it has issues with charged shots, maybe if Walter had an alternating way of attacking with his slingshot like instead of shooting in a straight line Walter coulld alternate it's attacking mode and shoot in the air, this is similar to other objects that are throwable (water balloons and Sea weed seedshells) this could also help you to mine/chop using the gunpowder rounds AOE more effectively, but i imagine that there are other ways that to make this work without creating an entire separate way of fighting for Walter.

9 hours ago, Well-met said:

Knowing a bit how scripts and code work in DS this would be a giant pain for klei to do at almost no benefit. Entire core functions would need to be rewritten so that you can deliberately target boulders and trees with a ranged weapon.

all this for a flavor effect that everyone would forget after a week.

Right click them like weather pain.

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