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Potential Walter Idea: Damage Ramp-up and Fall-off


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A lot of people including myself have suggested the idea of a slingshot frame that fires bullets in a shotgun pattern to encourage a hybrid high-risk high-reward playstyle of using the slingshot up-close, but there's a fair chance that Klei don't want to make any more major changes to the character, so I propose a very simple idea that wouldn't require any new assets and could be made entirely by changing a few lines of code: Add a mechanic to the bands (which really don't do a lot atm) to add varying amounts of damage ramp-up and fall-off for walter's pellets; basically, the pellets get a damage boost the closer you are to the target and do less damage the further you are from the target. Not all the bands need to have either one of them, but I feel like if this mechanic were added it could lead to an interesting playstyle where players are punished for taking potshots from afar but rewarded for getting up close to the enemies you're fighting.

I personally feel like you don't have much agency in terms of how close you are to the target, at best you situationally will just be able to abuse this to get more dps, where other times you won't have a choice (either you will die if you do, or you will lose enough damage from having to dodge more that it won't be worth it), but at this point any sort of reason to use bands at all would be nice.

Another series has such a mechanic in critical distances in the form of critical distances as a way to manage ranges overall powerlevel.
My comment is just that it... It can be a slippery slope to play around with since making it too worthwhile to lean on the range bands can either be frustrating or power-creepy to all hell with surprisingly little good middle ground.

As a rare gimmick I would be happy to have it, but to have it be globally applied I fear creates a slippery slope.
Having a few edge cases where band XYZ encourages XYZ dangerous behavior for a damage reward I support, but over application of such a system might lead to a balance quagmire, since premature complexity can lead to balancing messes (Not always, but often.) I'd love to see it on a lunar band, but putting it on stuff like the mimick band which already has a value proposition sounds a bit hmm.

8 hours ago, Guille6785 said:

so I propose a very simple idea that wouldn't require any new assets and could be made entirely by changing a few lines of code

i'm not gonna comment on the suggestion because i think it's great, but i want to share my thoughts about ^this line here. i find it reductive of the work that a dev do. sure, it might be true, it might be really that simple, but we shouldn't assume how easy the work is, as a community. thinking our suggestion is simple and the work to implement it is nothing will set a bad precedent for future beta/suggestions.

i know it was not your intention in what you said, but i just want to bring awareness to it :encouragement::chunky:

44 minutes ago, _mylilsunshine_ said:

i'm not gonna comment on the suggestion because i think it's great, but i want to share my thoughts about ^this line here. i find it reductive of the work that a dev do. sure, it might be true, it might be really that simple, but we shouldn't assume how easy the work is, as a community. thinking our suggestion is simple and the work to implement it is nothing will set a bad precedent for future beta/suggestions.

i know it was not your intention in what you said, but i just want to bring awareness to it :encouragement::chunky:

I don't mean to be mean but right before the piece you quoted I addressed this as being about Klei most likely no longer wanting major changes i.e. having to make new assets which is why I mentioned that this is a tuning thing, the statement had nothing to do with whether it's easy for the person programming it in and it feels weird to point this out because this was clear in the surrounding sentences

14 minutes ago, Guille6785 said:

I don't mean to be mean but right before the piece you quoted I addressed this as being about Klei most likely no longer wanting major changes i.e. having to make new assets which is why I mentioned that this is a tuning thing, the statement had nothing to do with whether it's easy for the person programming it in and it feels weird to point this out because this was clear in the surrounding sentences

yeah i am aware of the entire sentence and the context, and i know you mean well. i'm not taking things out of context to nitpick, i just want to point out how that part can be interpreted and/or what vibe does it give.

maybe this is a 'am i too woke' situation

I can't really understand why people want "close combat" when play Shooter Walter... Even without that, I think it would conflict with other melee character.
If you want the "risk of being hit" as the price of return, I want something other than "getting closer"

For example, something like "fixed-point fire", it could stop you moving or slow you down for a while, but fire bullets that deal much more damage than usual or that fires bullets in rapid succession during that time.

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