SULFUR
Silent_Shadow Nov 19, 2024 @ 12:43pm
Some feedback for balancing guns and oils.
After playing a while, I've found that automatic rifles and machine guns dish out the most damage and benefit the most from the customization options we have. This would be fine, except there isn't much reason to use single shot weapons, except maybe early in the game:
  • High damage rifles like the Knop.22 and Rokua 308 are good for conserving ammo, but automatics only need one -30% ammo consumption oil in order for shops and pickups from enemies to be able to sustain them indefinitely. Cycling between guns using different types of ammunition between runs also makes this even easier to do because you can build up reserves for all calibers at shops in and out of runs.
  • Snipers and revolvers are kind of pointless to build because automatics scale far better with oils, enchantments, and enemies:
    • For instance, a simple +25 damage oil for an automatic gun with a fire rate of 650 RPM adds around 270 damage a second, while a +25% damage oil only adds 100 damage per shot for the most powerful caliber in the game that can only fire once a second or less.
    • Enchantments don't seem to be affected by damage, but are applied much more often with automatics than with single shots, effectively multiplying their output.
    • A lot of enemies have armors (face mask, plank armor, mud covering) that can take one hit from any weapon regardless of the damage. For automatics, this hardly matters because the armor only blocks one of the many incoming bullets, but for snipers and revolvers, this pretty much blocks all damage from the player's weapon for a second or two while the next round is loaded and aimed.
  • Everything becomes far more powerful as a scatter gun because a few of the extra projectile oils do not add enough of a downside but add huge amounts of damage; -10% damage for twice as many extra projectiles is over 250% extra damage and a higher chance to hit with at least 90% damage with each shot fired. A decent alternative would be to simply charge the player ammo for each extra projectile fired, or for guns using shotgun shells, groups of projectiles.
  • I like that handguns have a smaller size than other guns, which allows you to swap them out for a larger gun you find in order to save room for more loot, but I think they could use an even small profile than 2×2; maybe 1×2 for most pistols and even a 1×1 for a special derringer like pistol. Pistols and revolvers already have generally lower stats than other guns, so I think this would be a good way to make them worth taking past the early game despite having better options available.

Recommendations to prevent players being pushed into using one type of gun:
  • Make ammo expensive or scarce so players have to try to conserve it for automatic fire against mobs of enemies or bosses. Maybe include crafting recipes so players can source their own ammo at the cost of other loot, like with the grenade recipes.
  • Add penetration for high damage so rifle/revolver shots aren't defeated by "armor" as easily, or give armor a decent HP value so automatics are more equally affected.
  • Give single shot weapons a flat bonus to their damage that the gun crank undoes.
  • Redo oils and enchantments so their effects do not overly favor automatics or "scatter guns." Maybe give all oils with damage increases some extra recoil or less durability, and all oils with extra projectiles more spread, much less damage, or less durability. There are also other effects you could add, like slower reload times or chances to jam.
  • Make pistols and revolvers take up less room in the inventory, so they become decent, if subpar, secondary guns players can take on a run and swap out to save room for more loot if they find a larger gun.
Last edited by Silent_Shadow; Nov 19, 2024 @ 12:57pm
Date Posted: Nov 19, 2024 @ 12:43pm
Posts: 0