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I can identify with the experience of shooting a mimic point blank in the head with controlled two hand gripped shots from my OC-33 with AP, full mag emptied, while my health did pretty much the same.
I agree, bullets should always hurt things.
Would it be fair to say, IRL the type of gun should influence accuracy, and maybe if velocity is a factor damage?
While the type of bullet should basically do the same damage regardless of which gun shot it?
I don't have full knowledge of the way weapon stats are done right now either, but i think that the system you have described here is pretty much the way it should be. I don't see any problem with it.
the standard ones give sparks too when you shoot the head
the helmet does count as armor and it will guard one shot
which i always found weird decission tbh
the entitys within the radius seem to be copys of existing lifeforms so it is a lifeform as a whole with a skin applied to it
even with the helmet visible on mimics i think it dosnt should be working like one
the entitys dosnt wear stuff since they are lifeforms who look like something
now with the new armor system - which i love since it gives alot more depth to the gameplay -
i feel like the mimics helmet should be what is just is: a part of the body
a armored helmet could still be a thing here it would make sense since the player tends to attack weak spots so the radius adapts to this by providing protection to its lifeforms
As for switching armor to damage reduction from block chance - actually it is meant to give value to higher tier weapons. As in 1.0 you can complete the game with PM only without even being that good. Also without damage numbers or hp bars this kind of rpg approach lacks any kind of visual feedback and is more like good old "lets buff hp" bullet sponges
I see your point.
My main pet peeve in the current version is how often i end up face to face with an armored mimic and have to spend a lot of ammunition to kill them even with good ap weapons. It just doesn't feel good to have to reload so often when your enemy is standing just a couple of meters away from you and shooting you in the face.
But i suppose that if mimics will have weak spots that will allow me to quickly punish them for getting so close to my face, this will stop being as big of an issue.
I might need to wait for the changes to give further feedback on this, but at this moment i'm quite content with the way this game is going.
Thank you for your work.
About to try with the Tiger if I get enough spare $.
I'm going to start using grenades for those occasions.